2D Assets ✦
DS game only とんがりボウシとおしゃれなまほうつかい All art here is extracted from the DS ROM.
Backgrounds, character creator, hair catalog, animations, design tool logos, magic-keyboard buttons, title screens, shop UI, minigame sprites — every 2D image I've cracked out of the ROM and visually validated so far, plus the composed reference shots built from the underlying tables (NPC roster cards, pet life-stage charts, recipe flows, animated NSBVA furniture, outfit composites, hair and magazine catalogs).
Sprites & UI ✦
The raw 2D pulls — item icons, NPC face portraits, magic-keyboard glyphs, shop screens, title art — straight out of their NCGR/NCLR containers, with palette and source metadata attached.
NPC Scenes ✦
Every speaker in the game has one of these — a single composite shot
built from the NPC's face portrait, signature outfit card, the four
expression sprites used during dialog, and a sample line in their
voice. 252 cards total, indexed by speaker_id. Search by
English or Japanese name.
NSBVA Previews ✦
NSBVA is the DS visibility-bone-animation format — the format the game uses to flip individual mesh shapes on and off across frames, so an object can blink, flicker, open, or rotate without a full skeletal animation. Each card here is one NSBVA entry, played back as an animated APNG, with a contact-strip below showing every frame at a glance. Filter by container to focus on rooms, items, NPCs, etc.
Pet Aging ✦
How each of the 66 pet species changes across the five life stages —
Baby (levels 0–9), Adolescent (10–19), Adult (20–29), Senior (30–39),
and Master (40–49). Each row shows the face textures and the body
part that swaps in at that stage, with the XP threshold pulled from
PcPromotion.bin.
Family Showcase ✦
Two big composite renders pulled from the family-showcases batch. The hair catalog is the full hairstyle pool the character creator pulls from. The magazines shot is the headline / banner art that floats over magazine pages in the in-game shop.
Every hairstyle the character creator offers, laid out grid-style with the in-game color palette applied to each.
The big editorial titles that appear on magazine pages — pulled out of the magazine assets and tiled into one spread.
Cooking Progressions ✦
Every recipe from the cooking table, visualized as input item → glyph operation → output item. The raw recipe names live in the binary as packed bytes and don't decode cleanly to text yet — for now each progression is labeled by its index in the recipe table, but the state bytes (op code, glyph slot, parameters) are shown so the mechanics of each transformation are legible.
Composed Outfits ✦
Sample player outfits assembled from the clothing pool. Each card shows the four equipment slots (top, bottom, hat, shoes) layered into one composed look, with the slot indices used to build it. The ROM doesn't store player save state, so these are illustrative combinations that demonstrate the outfit-composer pipeline working end-to-end against the actual clothing textures.
top 0 · bottom 0 · hat 0 · shoes 0
top 50 · bottom 50 · hat 20 · shoes 10
top 100 · bottom 80 · hat 30 · shoes 20
top 150 · bottom 120 · hat 40 · shoes 30
top 200 · bottom 150 · hat 50 · shoes 40
top 250 · bottom 180 · hat 60 · shoes 50
top 300 · bottom 0 · hat 70 · shoes 60
top 350 · bottom 50 · hat 80 · shoes 10
top 400 · bottom 100 · hat 90 · shoes 20
top 450 · bottom 150 · hat 100 · shoes 30
top 500 · bottom 180 · hat 70 · shoes 40
top 550 · bottom 50 · hat 60 · shoes 50
top 0 · bottom 200 · hat 50 · shoes 60
top 100 · bottom 100 · hat 80 · shoes 10
top 200 · bottom 50 · hat 20 · shoes 20