U s i n g   E d i t o r s


These are the types of resources found in themes
clr#   frme   layo   plut   ppat   pxm#   scen   tdat   tic#   tinf


(This page assumes that you already know what is on the "About the Resources" Page.)


c l r #
Resorcerer and the Theme Templates OR
Resurrection and the Resurrection Theme Templates
This resource is so extremely simple that it would be pointless to try to explain.

ResEdit
You must edit the raw hex with ResEdit. This one is very simple to edit the Hex of.


Classic DSX Theme


The colors represent these text colors, in order:
  1. Dialog
  2. Dialog (inactive)
  3. Alert
  4. Alert (inactive)
  5. Modeless Dialog
  6. Modeless Dialog (inactive)
  7. Window Header
  8. Window Header (inactive)
  9. Placard
  10. Placard (inactive)
  11. Placard (pressed)
  12. Push Button
  13. Push Button (inactive)
  14. Push Button (pressed)
  15. Bevel Button
  16. Bevel Button (inactive)
  17. Bevel Button (pressed)
  18. Popup Button
  19. Popup Button (inactive)
  20. Popup Button (pressed)
  21. Icon Label
  22. List View
  23. Document Window Title
  24. Document Window Title (inactive)
  25. Modal Window Title
  26. Modal Window Title (inactive)
  27. Utility Window Title
  28. Utility Window Title (inactive)
  29. Drawer Window Title
  30. Drawer Window Title (inactive)
  31. Menu Title
  32. Menu Title (selected)
  33. Menu Title (disabled)
  34. Menu Item
  35. Menu Item (selected)
  36. Menu Item (disabled)
  37. Popup Label
  38. Popup Label (inactive)
  39. Tab Front
  40. Tab Non-Front
  41. Tab Non-Front (pressed)
  42. Tab Front (inactive)
  43. Tab Non-Front (inactive)
  44. Icon label (selected)
  45. Sticky Bevel Button
  46. Sticky Bevel Button (inactive)
  47. Notification Alert
  48. Notification Alert (inactive)



f r m e
Theme Machine
You edit these resources by selecting them from the User Frames and Required Frames menus. Have the user brushes window open, click the brush you want to use, and click an area of the Frame to fill it in with that brush. To make an area transparent, apply the same brush to an area twice. The colored pencils do not work; they all act as the black pencil, which is aligned top-left. You must use Resorcerer and the Theme Templates to change alignments.

Resorcerer and the Theme Templates OR
Resurrection and the Resurrection Theme Templates
In Resorcerer, each frame is represented by an item entry. They are extremely hard to edit this way, but there are many added options, such as adding the frames between 0 and 1 and 0 and -1, which are often just gaps in Theme Machine. You can also choose the alignment of the brushes in comparison to the frame's boundaries. There are a few other options that I haven't experimented with, too.


l a y o
Resorcerer and the Theme Templates OR
Resurrection and the Resurrection Theme Templates
This template makes it so easy that it doesn't need an explanation.

ResEdit
In ResEdit, you must edit the layo resources through hex because it is not powerful enough to drive the Resorcerer layo template. This is a replacement, of sorts, for the template. The example contains 2 coordinate entries and 2 item entries.


Classic Sosumi Theme


The BLUE area at the very top starts out with 3 groups of numbers that are always all zeros. The last group of numbers tells how many coordinate entries there are. REMEMBER TO ALWAYS HAVE THIS RIGHT.

The MAGENTA and YELLOW areas are the 2 separate coordinate entries. Each consists of 8 groups of hex numbers. The GREEN area tells how many item entries there are. REMEMBER TO ALWAYS HAVE THIS RIGHT TOO.

The RED area sets the characteristics of the item entry.
  1. (presumed empty)
  2. (presumed empty)
  3. (presumed empty)
  4. (presumed empty)
  5. (presumed empty)
  6. Visible only if indeterminate progress bar is active
  7. Visible only if indeterminate progress bar is on frame 4/4
  8. Visible only if window IS collapsed OR
    Visible only if menu is closed OR
    Visible only if indeterminate progress bar is on frame 3/4
  9. Visible only if window has title text OR
    Visible only if indeterminate progress bar is on frame 2/4
  10. Visible only if window can collapse with widget OR
    Visible only if indeterminate progress bar is on frame 1/4
  11. Visible only if window can close with widget OR
    Visible only if this item is being used
  12. Visible only if window can zoom vertically with widget OR
    Visible only if menu can scroll up
  13. Visible only if window can zoom horizontally with widget OR
    Visible only if this item is active OR
    Visible only if menu can scroll down
  14. Visible only if menu item has sub-menu OR
    The image reference is the focus OR
    Visible only if text is connected
  15. Visible only if window has grow box on left side OR
    Visible only if menu is against the bottom or top of the screen
  16. Visible only if window has grow box OR
    Visible only if this item is inactive
  1. (presumed empty)
  2. (presumed empty)
  3. (presumed empty)
  4. (presumed empty)
  5. (presumed empty)
  6. Invisible if indeterminate progress bar is active
  7. Invisible if indeterminate progress bar is on frame 4/4
  8. Invisible if window or IS collapsed OR
    Invisible if menu is closed OR
    Invisible if indeterminate progress bar is on frame 3/4
  9. Invisible if window has title text OR
    Invisible if indeterminate progress bar is on frame 2/4
  10. Invisible if window can collapse OR
    Invisible if indeterminate progress bar is on frame 1/4
  11. Invisible if window can close with widget OR
    Invisible if this item is being used
  12. Invisible if window can vertically zoom OR
    Invisible if menu can scroll up
  13. Invisible if window can horizontally zoom OR
    Invisible if this item is active OR
    Invisible if menu can scroll down
  14. Invisible if menu has a sub-menu, OR
    Invisible if text is connected
  15. This item can be manipulated my moving the mouse without un-clicking
  16. This item is active (not "Invisible if")
  1. (presumed empty)
  2. (presumed empty)
  3. This item is a left grow box
  4. This item is a right grow box
  5. This item is a modal dialog grow box
  6. This item is a drawer window grow box
  7. This item is the place for applications to insert content, having no image reference (coordinates are all default)
  8. THIS ITEM IS VISIBLE (must be ON if there is an image reference you want to see)
  9. This item has collapse widget characteristics
  10. This item has grow box (not zoom widget) characteristics
  11. This item is a draggable part of a window
  12. (presumed reserved for an unreleased widget)
  13. This item has zoom widget characteristics
  14. This item has close widget characteristics
  15. This item is text, having no image reference
  16. This item has title bar characteristics
The CYAN area tells the item which coordinates to use for its boundaries. You can put in the number of a coordinate entry from above (first entry is 0001, second entry is 0002, etc.) or put in FFFF for Default Top, FFFE for Default Left, FFFD for Default Bottom, or FFFC for Default Right.

The DARK PURPLE is always 0000 0000

The ORANGE area tells the type of image resource you are referring to in ASCII text. In other words, type it over in the right column. If you are refering to a "frme" resource, those brilliant guys down at Apple misspelled it, so you need to too. Enter "fram" for frame resources. Also, if you have an item entry that does not need an image (such as text), enter "NULL". Your other options are "pxm#" and "plut"

The BLACK area tells info about the image resource. The BROWN area at the bottom is a second item entry.

The resource abruptly stops after the last item entry. Just remember to update the item count and coordinate count areas if you ever add or delete items or coordinates.


p l u t
Resorcerer and the Theme Templates OR
Resurrection and the Resurrection Theme Templates
Editing plut resources this way is so easy that it hardly needs an explanation. You double-click solid colors to change them. The solid color can be overtaken by a ppat resoruce if you enter the ppat's ID number. If you don't want to use a ppat, enter 0 where it asks for a ppat ID and it will use the solid color. Added note: Sometimes the solid colors are still used even if there is a ppat in the "Required Brushes" plut, which ID 386.

Theme Machine
The plut resources are refered to as "Brushes" in Theme Machine. To edit a brush, double-click it. Paste in an image to assign or replace that brush's ppat. Theme Machine automatically creates the ppat resource and updates the tdat resource, things that need to be done manually in Resorcerer. Theme Machine makes a mess inside the theme, though, and you loose the labels you may have on the ppat resources. The ppat's IDs also change to seemingly random numbers. If there is any sort of previous problem, such as a plut with an assigned ppat that DOESN'T EXIST, or the existing ppat NOT HAVING A tdat ENTRY, Theme Machine will almost certainly "unexpectedly" quit every time on the same brush.

ResEdit
You must edit raw hex in ResEdit. Ben (a fellow themer, not me) generously contributed this hack to this website. Because of his superior HTML skills, I have decided to leave it in it's original state on this page.


p p a t
GraphicConverter
Make sure the image you want has dimensions that are powers of 2, starting out with 4. You can just leave the extra space blank. Bring the image to GraphicConverter and minimize the color table. Then hit "Save As..." and choose "ppat" from the format pop-up menu. Once saved, open the saved file up in ResEdit or anything else like it. Copy the ppat resource over the old one that's in your theme. Done.

Theme Machine
Double-click a brush from a brush window, click the pattern, hit paste, and then click OK. You really should save for each updated brush because Theme Machine has a very high risk of crashing when doing this. When it crashes, it is not severe so you can just open it back up and continue.

ResEdit or Resorcerer or Resurrection
Open up the desired ppat and pixel-edit away. You can't just paste in high qualit images, though, because they will conform to the preset color table. It is usually easier to use GraphicConverter.


p x m #
Theme Machine
Open the Pixmap editor from the Pixmap menu. Click on a pixmap in the left column and then paste on your new stuff. You must close the whole window and click Save to make the changes stick. Then you must eventually select "Save" from the File menu to actually save the changes you made. Theme Machine also has a few quality issues with pixmaps. I recommend clicking the 32-bit radio button on the bottom left corner.

Pixie
To use Pixie, which I prefer over Theme Machine, you must first line up all your images that you want in a specific pxm#, one right after another, in a graphics app like Photoshop. Then put the mask exactly on the left side. If there is a mask for each image, put all of the masks, in order, on the left of the images. (Only a few things work with a mask for each image, for example the chasing arrows.) Please note that using Pixie requires you to have ALL of the images for that pxm#, not just the ones you want to replace.

Next you select the whole thing in your graphics app perfectly, hit copy, and then open Pixie. Type in the number of images you have, the number of masks (usually 1), the bit depth (always use 32 for the best quality), and the clut ID (it's irrelevant if you use 32-bit, so just put in a number. I use 0 to minimize confusion.)

From here, open up the saved file from pixie in ResEdit or Resorcerer and copy the pxm# resource over the old one on your theme.


s c e n
Resorcerer and the theme templates
Extremely similar to editing the tinf resource. They are easily confused.

Appearance Control Panel
This automatically generates one of these resources when you click "Save Theme" under the Themes tab. It saves it to the "Ensemble Themes" file in the Themes folder in the Appearance Folder in the System folder. Open it up in ResEdit, copy the scen and PICT resources and paste it over the old ones in your theme. If the PICT image does not have the same ID, don't change the ID of the new one. Just paste the new one in and delete the old one.


t d a t
Resorcerer and the Theme Templates OR
Resurrection and the Resurrection Theme Templates
Enter the type of resource and then it's ID number into bit the primary and variant ID references.

ResEdit
You must edit the raw hex if you are going to use ResEdit. This one is REALLY simple to do.


DSG Theme 2





t i c #
Resorcerer and the Theme Templates OR
Resurrection and the Resurrection Theme Templates
This is very straightforward.

ResEdit
You must edit the raw hex if you are going to use ResEdit. This one is quite simple to do.


The Legendary AquaMaX Theme





t i n f
Resorcerer and the Theme Templates
Only one note: there are a lot of extra things scattered about that don't appear to mean anything.

Theme Machine
The big window that automatically opens is the tinf editor. You can not enter negative numbers into this editor, though, which would be very useful for the menu offsets.











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