One Piece Gigant Battle 2 Grim of The Sprite Database ripped these years ago -- I only found out after looking into RAM addresses for a day! Some characters were only ripped from the first Gigant Battle, and it seems a few sprites were changed or added in the sequel, or missing from his rips, namely the transformation sprites. https://spritedatabase.net/game/2232 RAM addresses are variable, but shouldn't be difficult to find. The important ones are "P1 x/y-pos", "P1 sprite x/y-pos", and "p1 character animation frame". Positions can easily be found by moving left and right, and animation frames increment in 1s, so "greater than (by 1)" during a walking state should work. Best results are pushing the character to the top of the arena's boundaries, freezing the P1 sprite x-position, and then moving to the left -- this keeps the sprite on the right, and offsets the shadow and "P1" marker to the right where it shouldn't overlap anything. Try as I might, I couldn't remove the background in-game -- the player sprites and 3D backdrops are considered part of the same layer in DeSmuME, and though you can fiddle with sprite layers, outright culling the 3D elements is beyond my pay grade. (if I had access to VRAM, blanking the textures would probably be an option) BBC34 p1 shadow x-pos BBC38 p1 shadow y-pos 26A69C p1 x-pos 26A6A0 p1 y-pos 26A6B4 p1 inertia 3C3FF8 p1 character animation frame 3C752C P1 sprite x-pos (separates P1 sprite from shadow/P1 marker) 3C7530 P1 sprite y-pos 3CBB40 bg animated sprite layer 3D62E4 skybox x-pos 3D62E8 skybox y-pos 3D7CF0 sprite layer x-pos Data TDM 0DA4 camera x-pos Data TDM 0DA8 camera y-pos Data TDM 0DD4 camera x-pos 3C3718 P1 character animation frame