The main UI archive is embedded in ARM9 rather than listed as an ordinary NitroFS file. Other packs are NitroFS members which decompress into NARC archives. The distinction matters when someone searches only the ROM's file table and concludes that a visible sprite or font is absent. [1][2]
Archive layers
A common path is stored BLZ bytes → decompressed NARC → member table → individual graphics, layouts or message records. Validate each layer separately. A correct decompressor can still misread NARC member offsets, and a correct NARC parser can still misidentify a headerless member. [1]
Fonts and text
Later Studio releases keep many localised .ZFTR resources under LocalizeData. They decompress with LZ11 into NFTR font data. Japanese V1 instead has font members within the embedded ARM9 UI archive. BMG message tables and related key tables are separate from the font glyphs: a decoded string does not reveal the font that will draw it. [1][2]
Graphics and layout
Nitro 2D graphics, palettes, screen maps and hitbox/layout data compose the interface. Their storage order is not necessarily on-screen order. The completed inventory identifies 2,323 embedded UI members across the studied builds; many can be classified by their container and magic, but not every member's screen-level role has been traced. [1][2]
Sound resources
The V2 ROMs share an 86,272-byte DSMemoPad.sdat and a parsed mono 16-bit WAVE shutter sample. Japanese V1 has a smaller SDAT and a headerless raw shutter resource whose exact playback parameters remain unproved. The routines for title-screen frogs and UI sounds have been traced separately. Finding a sound in an archive does not identify every place that plays it. [1][3]
