Anemone3DS
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assemble a splash preview if none was found
generates a preview for splash screens if no suitable preview.png was found
Code is very ugly right now because the core preview drawing code expects to deal with a single texture instead of two, one for each screen and some of the code smells funny.
I welcome suggestions from other contributors and maintainers into how this would be best implemented to be compatible with the current architecture, that isn't just converting splash screens to pngs.
Here are some zip files to test every combination of events out Preview.zip NoPreview.zip NoTop.zip NoBottom.zip NoNothing.zip
reworked the previewing code to deal with raw agbr buffers instead of the contents of png files
so instead of doing
bin -> rgba -> png -> agbr -> texture
png -> agbr -> texture
we now do
bin -> agbr -> texture
png -> agbr -> texture
this removes the overhead when generating a preview from the splash binaries and would simplify changes or additions to the previewing code (like moving to a different preview file format or generating theme previews)
rebased onto master because compilation was borked :/
might or might not work still, untested
Looks good - I'll merge once I've tested
needs #296 to build
Tested on my New 2DS XL
Preview.zip (has preview.png)
NoPreview.zip (no preview.png, only splash .bin's )
NoTop.zip (no preview.png, only splashbottom.bin)
NoBottom.zip (no preview.png, only splash.bin)
NoPreview.zip (no preview.png, no splash bin)
the splash images are a test pattern generated from this script https://github.com/Jan200101/3ds-splash/blob/master/generate_splash.py
I also tested a real theme