Player sprites ripped from gameplay using Cheat Engine to modify animation frames (see the Cheat Engine table; best found by recalculating address based on character select value, with Psycho Kitty as 11 and Chung Poe as 10). Changing the animation to "10" will freeze them in place, allowing you to swap animation frames without interruption. Going beyond the total number of animation frames (see .OFF below) or playing an invalid animation will crash the game. I also blanked the palette in "GFX/DOJO.PAL" to remove the background; the Dojo (stage 12) has the least foreground obstructions. Player portraits and character select animations were wrapped by modifying the palette in "GFX/SELECT.CEL", and blanking the text in "BRUTAL.EXE" from hex address A32EC onwards. Because palettes don't display at correct brightness in TiledGGD, I ripped them by copying them from the .PAL files, overwriting the palette in a .CEL file with them (preferrably MAP.CEL), writing bytes 00 to FF onto the graphic (with about 120 bytes of empty space between them for ease of formatting) and then screenshotting them. [stage filenames] numbers from left-to-right, top-to-bottom 1 BEACH 2 WATER 3 IDOL 4 BATTLE 5 CAVE 6 BOAT 7 ROCK 8 HEX 9 SWAMP 10 POINT 11 SCREEN 12 DOJO 13 BRIDGE 14 GARDEN [chara] [frames] Kung Fu Bunny 95 x x x Prince Lion 113 x x Tai Cheetah 96 x x Rhei Rat (RUFUSSPR) 116 x x Pantha 116 x x Kendo Coyote 84 x x Foxy Roxy 123 x x x Ivan 116 x x Karate Croc 89 x x x Dali Llama 107 x x Chung Poe 127 x x x Psycho Kitty 123 x x the /GFX/ folder has the graphics, natch! graphics are usually 8BPP and palettes 3BPP. .PAL is palettes for their associated files. palettes are very dark by default in TiledGGD! in Paint.net go to Adjustments > Channel Mixer, then set "Output(#)-Source(#)" for R + G + B to "200" do this 2 times total, then again with numbers set to "101". this will make it match the output in DOSBox-X [[[or not, still a bit off...! *SPR.BIN are player sprites and *OUT.BIN are character select animatons, but appear to be compressed or stored in an incomprehensible manner. .OFF files are related to the sprite BINs, with 4 bytes per animation frame; a way of confirming I've got everything. Each 4 bytes seemingly correlates in reverse order to the start of a sprite .DCL is stage graphics, stored in 8BPP format .COL is stage palettes .DCD ? Likely graphics like character select portraits, but refuses to display in TiledGGD. .CEL is menu backdrops with built-in palette; graphics are 8BPP and start at hex 321, palettes are 3BPP BGR and start at hex 20