NCGR (NITRO-System Character Graphics for Runtime) 2D engine character or bitmap graphics. When they store character graphics they will usually have the NCGR extension, and for bitmap graphics will have the NCBR extension. It follows the [NNS G2D Binary File Format|G2D Binary File Format]. NCGR files use file signature {{'NCGR'}}.

!! CHAR Block

The {{CHAR}} block stores the graphics data for the file. The structure of this block is as follows:

||Offset||Type||Meaning
| 0x00   | u16 | Width of graphics in characters. If the file is storing graphics with 1D mapping mode, this field is not used and usually set to {{0xFFFF}}.
| 0x02   | u16 | Height of graphics in characters. Unused in 1D mapping mode.
| 0x04   | u32 | Color format. This is the same as the texture formats used in {{TEXIMAGE_PARAM}}, where only values of 3 and 4 (palette16 and palette256) are used.
| 0x08   | u32 | Mapping mode. This can be 2D ({{0x000000}}), 1D 32K ({{0x000010}}), 1D 64K ({{0x100010}}), 1D 128K ({{0x200010}}), or 1D 128K ({{0x300010}}).
| 0x0C   | u32 | Graphics type. For character graphics, this will be 0. For bitmap graphics, this will be 1.
| 0x10   | u32 | Size of graphics data.
| 0x14   | void * | Pointer to graphics data. This is relative to the start of this structure and fixed up at load time.

!!CPOS Block

The {{CPOS}} (character position) block stores information about how to load the file into VRAM. This block is structures as follows: