3DS – How to: Full SNES 3DS Injection guide with Banners and unique IDs
Note from Wololo: This tutorial for Full SNES 3DS Injection guide with Banners and unique IDs was initially published by /Talk member Fugelmir, as part of our monthly tutorial contest. Fugelmir won the April tutorial contest for the 3DS (a $10 PSN code) with this entry. You can find the original post here.
This information and these programs come largely from people on gbatemp who managed to get this working through time consuming trial and error. Many thanks to FONZD , Raug0, Asia81 and everyone else on GBATEMP who put a lot of time into figuring this out! Praise be to them!
UPDATE: as Squee666 pointed out on GBAtemp, it’s probably better to use GIMP or paint.net to edit the screen files. They are not actually 128,64,32 pixels, but slightly smaller. My tutorial will still work, but there will be a couple rows of the image clipped from the bottom. So if you want a perfect image, you’ll have to edit the transparencies for the screen(128,64,32).
You need:
- a NEW 3DS (modded with CFW or Gateway)
- a way to transfer files between the 3ds (ftp/card reader)
- hex editing software if you want a unique id on your game (so that there is no conflict installing 2 games)
- This Compressed pack of tools – https://mega.nz/#!dpQhEahL!Cbo44BYL85y-EMTy95fvsS22xcyaw2R8uYAxOR4UsVs
- MSPAINT – And the knowledge of how to resize, crop and otherwise modify images to your liking (or, as mentioned above, paint.net or Gimp)
- A snes game you’d like to create banners for
This tutorial is assuming you have already injected your game into the data.bin. I made a tutorial on how to do that here: https://wololo.net/talk/viewtopic.php?f=80&t=45583
Notes: 3ds snes emulation is very good. But not all games are supported (yet). Before making banners it’s probably a good idea to insert the game using my injection guide and testing it out first. If you find yourself in need of help, don’t hesitate to send me a private message.
Tutorial Start
1. Extract the contents of the compressed tools pack to a folder on your desktop.
2. We’re gonna get image editing out of the way first. If you want a complete set of custom images, you need to create all of the images below:
The filenames of the images are not important but I’d recommend naming them their dimensions so you know where to insert them

Bottom Screen icon: is the icon that you click on or select with the cursor on your 3ds bottom screen to launch it (48×48 pixels)

Boxshot Rotated left: Okay this is the hardest thing to explain. Notice how the arrow is pointing to that big blocky image? You need to cut and paste the boxshot into the 3d model image

What I did was download the boxart, then resize it down to 44×23, then flip it to the left. Then I just copy and pasted it into the 3d model.
Common 1 128×128

Common 1_2 64×64

Common 1_3 32×32

These 3 are the images that shows on the tv screen for the game
USA_EN2 256×64 This is the runner that displays virtual console and the company name and year of publication. NOTE: This image can only be in black and white (greyscale) any colours will be removed upon importing.

USA_EN3 256×256 This is what threw me for the loop. It’s a flat png of a 3d modelled super nintendo system. You just need to paste the correctly sized png into the appropriate spot.
Here is a copy of the template for you to use:

How it looks in Action:

3. The hard part is over, it’s smooth sailing from here. Open Ba-Gui-nnertool.exe
- i) Click SMDH from the tabs at the top then Click Browse and select your 48×48 pixel image
- ii) Fill in the boxes with whatever you want but MAKE SURE CREATE ICON IS TICKED.
- iii) Select Begin and your icon will be generated
- iv) Click SMDH Folder icon on the bottom left which will open a window. From that location enter the folder called _output and you’ll see a file called: Icon.icn
- v) Rename that file to icon.bin and put it into a folder on your desktop with your game’s name (IE Illusion of Gaia in our case)

4. We’re almost done!
Navigate to the folder where you’ve extracted those files. I want you to make note of this folder:
\bannertool\ba-GUI-nnertool\Projects\Banner\SNES
It looks daunting! But there are only 2 files we need to modify!

Okay, so we need Ba-gui-nnertool again. Open it again but this time select Tool Box tab

Then select Ohana 3ds
5. Once Ohana is open Select Textures on the left side of the screen, then Open:
ba-GUI-nnertool\Projects\Banner\SNES\banner0.mcdl
Now on the left you’ll see:
COMMON1 —->import 128×128
COMMON1_2 —–> import 64×64
COMMN1_3 ——> import 32×32
COMMON5 ——> ignore
Ignore common 5, but select each of the others and click import.
Once you have imported them successfully make sure you SAVE the changes!

6. Next we need to open another folder in that directory. Open banner10.bcmdl
Now, on the left we’ll see:
USA_EN2 ———–> import 256×64 px runner
USA_EN3 ———-> import 256×256 png (the one you edited to include the boxshot)
USA_EN6 ———-> Ignore
Again, once you’re done importing these 2, click SAVE.

IMPORTANT NOTE:
So you see how we’re not touching banner1-9 or 11-13? That’s because those aren’t our region.
Banner10.bcmdl is north america. If you are not from North America, Make sure you import the images to your region’s banner. Here is the list:
banner1.bcmdl = English ~ EUR_EN
banner2.bcmdl = French ~ EUR_FR
banner3.bcmdl = German ~ EUR_GE
banner4.bcmdl = Italian ~ EUR_IT
banner5.bcmdl = Spanish ~ EUR_SP
banner6.bcmdl = Dutch ~ EUR_DU
banner7.bcmdl = Portuguese ~ EUR_PO
banner8.bcmdl = Russian ~ EUR_RU
banner9.bcmdl = Japanese ~ JPN_JP
banner10.bcmdl = English ~ USA_EN
banner11.bcmdl = French ~ USA_FR
banner12.bcmdl = Spanish ~ USA_SP
banner13.bcmdl = Portuguese ~ USA_PO
You could also copy banner10.mcdl and replace all others with that one.
7. It’s a breeze from here. Open Ba-GUI-nnertool and this time in the Create Banner section, choose browse for our banner0.bcmdl file we made. It should be in:
ba-GUI-nnertool\Projects\Banner\SNES\banner0.bcmdl
Select Begin and it should only take a second

8. At the bottom left of ba-GUI-nnertool, there is a Banner Folder Icon. Click that and it will open a folder. Inside click the _output folder.
You should see a file called banner.bnr rename it banner.bin and place it in the folder where we put icon.bin earlier.
Congratulations! You just Created your first banner!
How to insert banners into games:
So once you’ve extracted your cia using the hackpack method in my previous tutorial, you’ll have a number of folders.
Copy and replace the old banner.bin and icon.bin with the custom ones we’ve just created.

OPTIONAL: to change the unique ID, check out my quick guide here:
https://wololo.net/talk/viewtopic.php?f=80&t=45625
Then you’d simply use the .3ds builder to build a 3ds file.

OPTIONAL: Convert the .3ds to .cia by launching the converter included in the compressed tools pack
Good luck!
Want a chance to win a $10 PSN Code and be featured on the blog with your own guide? Join our monthly tutorial contest here!
This guide is great. Although, I really dislike the North American snes console, is there a texture that includes the European and Japanese design?
Did you find a EU/JAP snes console texture? I hate the US version as well but couldn’t find anything in EU/JAP style 🙁
What’s the word on special chip games?
Well at least they’re working on it. http://www.siliconera.com/2016/03/04/japan-got-plenty-snes-virtual-console-titles-confirmed-new-3ds/
Won’t be possible until Nintendo or one of the gbatemp devs rebuild the snes VC to support those games
@Dragar
Yes, I got some complaints about that –> here is the other template http://www.hapshack.com/images/sH4Ko.png
@jute
We’re waiting on the release of a game called Marvelous on the Japanese virtual console. It uses the SA-1 chip so once that happens we will be able to swap those roms into the header. Games like Super Mario RPG, Kirby’s Super Star, DBZ: Hyper Dimension, etc…
Here’s the list of future JP releases leaked by the emulator’s binary: http://hackinformer.com/2016/03/07/super-nintendo-vc-titles-leaked/
Jesus, what a bloody hassle.
It’s a shame it’s CFW only, and that all SNES VC titles have that new protection Nintendo added against the HBL when they released Pokemon Picross.
This is a nice idea… if you have the N3DS. Those with the O3DS would have to make do with blargSNES which runs a couple of titles well (Super Mario All-Stars/World and Donkey Kong Country) and several others weirdly or not at all (Super Mario Kart). Still, the few games I’ve tested run better overall than they do in any of the many RetroArch SNES emu ports. The tutorial actually reminds me of TheFloW’s PS1 Loader bubbles on the Vita, i.e. jacking a built-in emulator written by the console maker, or the AGP_FIRM hack to get GBA support also on the 3DS.
Would something like this be achievable for an R4 3DS card used for DS backups? Tired of that ghetto Bomberman logo on my home screen.
c*r,a+p
c*r,a-p
c*r,a,p