The game's in-world magazines (fashion tips, town gossip, trophy lists) look like reading material, but technically there is no text inside them. Every Japanese word a player sees on a magazine page was drawn by Konami's art team and stored as artwork. There are no dialog strings, no RESO entries holding sentences, no UTF-16 anywhere. Translating a magazine means editing pixels.
What's in the magazine/ folder
| File | Count | Role |
|---|---|---|
magazine/MG01.ofs β MG63.ofs | 63 | One per magazine page. Each is a RESO container of pure graphics. |
magazine/magpage.ofs | 1 (66 entries) | Index / table of contents pointing into the page set. |
magazine/magazine.lzs | 1 | The shared frame artwork (page borders, the "page X of Y" furniture). |
magazine/Trophy.ofs | 1 | Trophy / award listings. Same pure-graphics layout as the magazine pages. |
Inside one page (MGxx.ofs)
Every MGxx.ofs is a RESO container whose entries are all
Nitro graphics:
NCGRβ the tile sheet (the actual drawn pixels).NCLRβ the palette.NSCRβ the screen-map saying which tile goes where on the page.NCERβ sprite cells for any animated bits or overlays.
There is no string table. There is no opcode stream. The Japanese headlines, body copy, captions, and ingredient lists are all drawn directly into the NCGR tiles. The engine just paints the page onto the DS screens like any other static background.
What this means for translation
This is the same problem signboards have, just scaled up: 63 pages of dense Japanese typography baked into the pixels. There is no shortcut, and the cost is image-editor labor per page. The magazine pipeline is therefore parked behind the main dialog translation work; it's filed as a long-tail polish task rather than a release blocker.
Where this fits in the wider archive
- Kinds of art β magazines are one of the "BG-screen NSCR composites" classes.
- Finding the right palette β every
MGxx.ofsships its own NCLR sibling, so palette resolution is Tier 1. - RESO β the container the pages live in.