2D Art

DS game only γ¨γ‚“γŒγ‚Šγƒœγ‚¦γ‚·γ¨γŠγ—γ‚ƒγ‚Œγͺまほう぀かい The field guide documents the DS game's internals.

The game has thousands of 2D images packed into a few hundred container files. They fall into a handful of kinds, and each kind has its own rule for how to render it.

Almost no 2D image in the game is stored as a finished picture. Instead, you get the ingredients β€” a sheet of tiles, a palette, and instructions for how to assemble them. To render an image you have to find those three things, match them up correctly, and run the composition.

The big practical problem is that the palette for a given image often lives somewhere else. The next few pages cover the kinds of art and the rules for finding their palettes.

How many images are there?

We catalogued 4,337 sets of tile graphics across the game. Each set has siblings (a palette, sometimes an OAM sprite definition, sometimes a background tilemap) telling us how to render it. The breakdown:

Kind of artCountWhat it is
Background screens 1,100 Full 256Γ—192 backgrounds assembled from a tilemap. Shop interiors, menus, title art.
Sprite cells 704 Animated or composite sprites assembled from many small "OBJ" chips. Character poses, UI widgets.
Tile banks 296 Loose tile sheets without explicit composition. Often atlases.
Orphans (palette comes from elsewhere) 2,237 Item icons, magic glyphs, and other sets whose palette is pinned somewhere outside the container.

Of the 2,237 orphan tile sheets, we resolved 1,637 by finding their external palettes (656 item icons, 823 magic glyphs, plus shared-palette containers). The remaining 600 are mostly in containers like signboard.lzs and the fashion-design files, where the pairing between tile sheet and palette isn't yet known.