A wallpaper studio for the Nintendo 3DS HOME Menu, made for real consoles. It restyles the default top screen, the wall of drifting squares, on your own 3DS.
Kabegami reads your console's own HOME Menu files and draws the wallpaper from them the way the console does. The model, material, camera, animations and vertex shader run through a software PICA200. Your changes go back into the same file, and Luma3DS loads it from the SD card. Nothing is written to the NAND.
- Colours: the wall, the light the squares and the gradient reach, the gradient's strength, the squares' opacity, the second layer's weight.
- Cell: any picture, as the 64x64 tile both layers repeat.
- Layers: how many cells each layer repeats, and where the still one sits.
- Motion: how far the squares drift each loop, and how long a loop lasts.
- Waves: a ready look with soft light ribbons in place of the squares.
A theme with its own top screen replaces these while it is active.
- A 3DS with Luma3DS 13.4 or newer.
- Your HOME Menu, dumped with GodMode9: the decrypted CIA it builds from
SYSNAND CTRNAND > title > 00040030 > <id> > content, a decrypted CXI, or the extracted RomFS. Kabegami contains no Nintendo data.
kabegami opens the window. Drop your dump on it, change the look, and
install it to your SD card.
The command line does the same:
kabegami render HOME.cia --waves -o waves.png
kabegami install HOME.cia --waves --sd /run/media/you/3DS
kabegami uninstall HOME.cia --sd /run/media/you/3DSkabegami help lists every option.
The mod goes to luma/titles/<HOME Menu title id>/romfs/3D/BannerBG_LZ.bin
on the SD card. Turn on "Enable game patching" in Luma's settings: hold
SELECT while powering on. If the HOME Menu doesn't start, turn game patching
off there, or delete that folder.
You need CMake 3.24 or newer, a C++20 compiler, and GLFW with OpenGL 3.3 for the window. CMake fetches the rest.
cmake -S . -B build
cmake --build build -j-DKABEGAMI_GUI=OFF builds the command line alone.
MIT. docs/ describes how it works.

