Bomberman 2 / Custom Battler Bomberman The game's graphic files are LZ compressed, so ripping from the raw data isn't feasible until the compression is cracked. (only one sprite for Bomberman and enemies is visible in DeSmuME's VRAM at a time... but you can see them all if you open a savestate in a tile viewer) Bomberman and Max's sprites were ripped by changing their current animation frame via memory editing in BizHawk. You'll want to tinker with values in both Main RAM and Instruction TCM; you can choose one to view under Options > Memory Domains. In Instruction TCM, player animation is at 0AEA, animation frame is at 0AF0. I just set both to 0, and incremented the animation frame up to 255... ... before setting animation to 47 (decimal) and running through the animation frames again. For ripping equipment pieces, I set the Bomberman sprite to animation 47 and frame 205 to blank it. Main RAM addresses 7CCD6 to 7CCD9 will equip new pieces after you reset the stage. See RAM info below on addresses for respective armour animation values. But before we do that, do the following steps first!!!! Because BizHawk doesn't let you disable graphics layers, I had to blank their palettes to make a clean backdrop. Freezing Main RAM addresses 1DD7D6 to 1DE6FF at value 58 gets a nice pink! (this doesn't effect the sprite layer overlays for the tops of blocks, so stand clear) I couldn't find a way to remove the shadow sprite through RAM, and BizHawk doesn't let you tinker with VRAM for DS games... ... so I had to use Cheat Engine! First find the Instruction TCM animation address The shadow's location in VRAM should be +647B18 from there. Find it in Memory View and blank those bytes with "00". crop in reaconverter 39t, 89b, 34l, 196r looks to have same format as the Land Touch games: DSIR, DSCR, etc graphics files have _LZ suffix, and show up as junk in tiledggd. clearly compressed! unLZ-GBA and LZ77-Decompressor won't work with them also includes FPCK files, which appear to be archives containing lots of assets for the player character and costume parts no internal header "BLDT" seems to be a general header, though not guarantee the following data is legible .fpck files seem to start with a file index, each file gets 8 bytes 4 bytes at 0x04 are location of first file (x14, x24, etc. for subsequent files) followed by 2 bytes, usually "18 18" -- something to do with canvas dimensions? ("18 18" = 128x24, "06 78" = 32x24, "18 1E" = 160x24, "18 21" = 176x24, "18 24" = 192x24 then "00 00", seemingly of no importance root/player/player_Pack.fpck 3e0a0 "BLDT", seems to be header for palette data? or just a header in general? 3E0B8 palettes! E4730 palette max white root/map/zone01_Pack.fpck level data visible in TiledGGD as 16bpp linear "BLDT" marks start of map tile data, followed by overlay data...? "80 00 18" seems to mark start of new segment Bizhawk > Main RAM https://gamehacking.org/game/28422 7CCD6 p1 head piece (up to 24) 7CCD7 p1 body piece (up to 48) 7CCD8 p1 hand piece (up to 72?) 7CCD9 p1 foot piece (up to 96) reset stage to equip new pieces 23,47,71,95 = pretty bomber 24,48,72,96 = max (original sprites, not armour pieces) F2A3C p1 x-pos F2A40 p1 y-pos 1D2104 timer (seconds, small digit) 1D6A48 p1 max palette (mohawk) 1D67DC p1 palette 1DD7D6 bg palette 1EC928 p1 head piece (menu) 1EC92A p1 body piece (menu) 1EC92C p1 hand piece (menu) 1EC92E p1 foot piece (menu) Bizhawk > Instruction TCM 0AEA p1 animation 0AF0 p1 animation frame 0B36 p1 head piece animation 0B3C p1 head piece animation frame 0B40 p1 head piece palette 0B88 p1 body piece animation frame 0BD4 p1 hand piece animation frame 1BDC? p1 foot piece animation frame 1C6E enemy animation 1C74 enemy animation frame