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Groups of files that are listed together in wiki for covenience and documenting purposes, because shares the same format, are part of the same animation, or are used by the same firmware function.
Groups of files that are listed together in wiki for covenience and documenting purposes, because shares the same format, are part of the same animation, or are used by the same firmware function.


===Normal maps===
===Icons===
All the texture icons form 01.dds up to 70.dds
{{Boxinfo1|content='''Dimensions''': 128x128pixels, 24bpp}}
{{Boxinfo1|content='''Dimensions''': 128x128pixels}}
{{Boxinfo1|content='''Format''': DDS normal map}}
{{Boxinfo1|content='''Format''': DDS normal map blue channel based, with 8 mipmaps total}}
{{Boxinfo1|content='''Format Settings''': ARGB 32 bpp Unsigned, map bits 8}}
{{Boxinfo1|content='''Format Settings''': 32bit-A8R8G8B8. ARGB 32 bpp Unsigned (photoshop), u8888 (nvdxt.exe)}}
{{Boxtip1|content='''Format Notes''': Create the transparent areas using the alpha channel, create the normal maps with the nvidia "normal map filter"}}
{{Boxinfo1|content='''Zlib decompressed Size''': 87508 bytes}}
Form 01.dds to 70.dds
The textures are normal maps where the blue channel stores the icon "shape" and the red and green channels stores the "bumps", additionally the alpha channel stores a low quality version of the blue channel, all this effects and channels repurposing are generated automatically based in some settings when applying the dds normal map filter plugin in photoshop


===Diffuse map===
===dif.dds===
The texture dif.dds
{{Boxinfo1|content='''Dimensions''': 64x64pixels}}
{{Boxinfo1|content='''Dimensions''': 64x64pixels}}
{{Boxinfo1|content='''Format''': DDS diffuse map, with 5 mipmaps total}}
{{Boxinfo1|content='''Format Settings''': 32bit-A8R8G8B8. ARGB 32 bpp Unsigned (photoshop), u8888 (nvdxt.exe)}}
{{Boxinfo1|content='''Zlib decompressed Size''': 21952 bytes}}
Red, green, and blue channels are standard storing color information, and alpha channel is filled with white, when displayed in XMB only the color information is taken from this diffuse map texture


The resulting image when the combined textures are displayed in XMB is the color from the diffuse map + the bumps from the normal map
*Speculation:
**Common filter aplyed over the all the icons that creates a dinamic 3D effect in contact with the wave
**Common filter aplyed over the all the icons that creates a dinamic brigness change along the hours of the day


==File list==
==File list==
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