The little face stamps that appear on mail, gift tags, and the bio / journal pages all live in one container. There are 140 of them, one per recognised NPC plus a handful of generic / placeholder slots, and they share a single palette file. The picker UI you see when you go to attach a stamp is a separate file.
The three files
| File | Size | Role |
|---|---|---|
npcstamp/npcstamp.ofs | 34 KB | RESO container with 140 entries β one stamp graphic per NPC. |
npcstamp/npcstpcmn.lzs | 512 bytes | Shared palette / sub-tileset used by every stamp. Tiny because all stamps re-use the same color ramp. |
2d/stamp.lzs | 14.5 KB | The stamp-picker UI frame β the screen the player sees when choosing which stamp to use. |
Why the palette lives in a separate file
A 4bpp tile sheet plus its 32-byte palette is the normal NDS
arrangement; what makes stamps unusual is that the palette is
factored out so all 140 stamps share it. That keeps
npcstamp.ofs down to 34 KB instead of duplicating the
same color ramp 140 times. When rendering, the loader pairs each
NCGR inside npcstamp.ofs with the NCLR inside
npcstpcmn.lzs β see
finding the right palette
for the general rule (Tier 2: container-shared palette).
Renders
All 140 stamps have been rendered out of the container as PNGs and
catalogued as npc000_stamp.png through
npc139_stamp.png. They live alongside the wider 2D
asset dump and are used by the NPC name canon, the bug-report
forms, and the
NPC scenes section of 2D Assets
to thumbnail each character.
Translation impact
The stamps themselves are just face graphics β they have no text and
don't need any translation work. The only Japanese the player ever
sees on this surface is the title on the
2d/stamp.lzs picker frame, which is one image rather
than a string table. That makes the stamp system effectively a
rendering-only feature for the patch: pull frames once, ship them.
Related
- NPC name canon β index into who each stamp slot is.
- Kinds of art β stamps as a sprite-cell class.
- RESO containers β the format
npcstamp.ofsuses.