RIPPING SPRITES Graphic tiles are loaded per screen, so play the game and save the VRAM on every room I guess...! RIPPING MAPS Use the Game Genie code 011‑F7E‑E6A to enable the level select. Each map fits within an 8x8 grid of rooms, so I'd use a macro to force-load each of those rooms from the level select (see RAM addresses) and screenshot them, then stitch them together and erase all the garbage rooms. 01 Joka Town 1 chapter 1 02 Underground 1 03 Joka Town 2 04 Underground 2 05 Joka Town 3 06 Karakuri Castle 1 07 Karakuri Castle 2 08 Karakuri Castle 3 09 Karakuri Castle 4 10 Yosute Village 1 chapter 2 11 Anthill 1 12 Yosute Village 2 13 Anthill 2 14 Demon Cave 1 15 Demon Cave 2 16 Demon Cave 3 17 Demon Cave 4 18 Gull Harbor 1 chapter 3 19 Gull Harbor 2 20 Gull Harbor 3 21 Black Skull Ship 1-1 22 Black Skull Ship 1-2 23 Black Skull Ship 1-3 24 Black Skull Ship Deck 25 Black Skull Ship Deck 1 chapter 4 26 Black Skull Ship Deck 2 27 Black Skull Ship 2-1 28 Black Skull Ship 2-2 29 Black Skull Ship 2-3 30 Lonesome Village chapter 5 31 Skeleton Island 1 32 Skeleton Island 2 33 Skeleton Island 3 34 Skeleton Island 4 RIPPING TILESETS The map data for the current room is stored at 1100 in RAM, so just overwrite that and freeze the values before loading the room. Each tileset has less than 80 tiles and repeats once it's done, though it might be missing some...? RAM VALUES 064 world # (level select values) 102 area (you're better off using the debug level select code though) 103 room y-# (span 0 ~ 7) 104 room x-# (span 0 ~ 7) 10E screen scroll (01 = right, 02 = left, 03 = up, 04 = down) 205 player y-pos 207 player x-pos 22A player health 1100 tile data for current screen 1C02 player anim? (+ DC06, DD02, DD06, DE02, DE06...?) 014005C2 014007C2 Gameshark code for locking player position in top corner TO GET [-] menus (title, chapter, pause, character select, etc) [-] big font [-] shop, items, etc [-] inn [-] mini-games cannae be bothered though...!