to get [-] menus / title [-] font / HUD [-] level tiles + maps * * (some tilesets/palettes missing from decompile, and can't seem to find level palettes in bizhawk savestates) source code: https://forums.atariage.com/topic/224770-the-atari-jaguar-source-code-thread/#findComment-3693564 "Bubsy FFT.zip" contains a decompile of the ROM, as well as the source files for music, level maps, and graphic data. Not all files are included, but BizHawk savestates will do in a pinch. .BAD = enemy graphics .BOS = boss graphics .BTR .CPL .CRY .CTL .DAT = level tile graphics .JHD .JPL .JSP .MAP = level map data .MPR = level object data...? .PIC = backdrop image .PP = gameplay graphics graphics files start with 20 bytes of data per sprite bytes 13 and 15 are the width and height of that sprite canvas so increase that accordingly (33+35, 53+55, etc) for each Because Jaguar games have unique colour values, they cannot be displayed properly in other tile viewers like TiledGGD, and must be viewed in JagView... ... but that program doesn't allow you to export without a black backdrop, which is bad for sprites with black colours, natch My convoluted method was... [1] get sprite canvas dimensions (use a macro to grab bytes and paste into notepad with comma between them) [2] get address of first sprite in JagView just scroll past all the aforementioned bytes! convert it to decimal in a calculator [3] set up a spreadsheet with the following columns width (hex) height (hex) address of first sprite in JagView (converted to decimal) width (converted to decimal) height (converted to decimal) total sprite size (width X height X 3) address for next sprite (column3 + column6) address for next sprite (converted to hex) [4] macro to rip sprites! JagView, spreadsheet, Cheat Engine, and screenshot tool (Bandicam) Cheat Engine should have JagView's canvas width and address, both in hex copy first column (width) and paste into Cheat Engine - Jagview canvas (all changes to JagView via Cheat Engine need 'refreshed' - make the macro 'jiggle' the canvas by going up or down or whatever) screenshot sprite in BOTH CRY and RGB formats copy last column (next address) and paste into Cheat Engine - Jagview address repeat! [5] crop in HTML! separate CRY and RGB screenshots into two folders, but rename the files the same (using Bulk Rename Utility) make HTML page with all images from one folder, and format as such using the decimal canvas addresses from the spreadsheet, copy those into the ` values then after editing the page to be formatted nicely... copy it and replace the filenames with the RGB variants the RGB variants are important because they offer a cleaner background with no black values on the sprite -- copy its background, paste over CRY sheet and delete (and we do all this because JagView doesn't have a transparent option when exporting...!) some sprites (namely BUBSY_G.PP and the .DAT level tiles) are 8-bit, and viewing them in JagView will just use a default greyscale palette opening the respective palette file in JagView will display it correctly... as a graphic reduce the canvas to 16, screenshot it, flip it upside down then load it in TiledGGD as a 3BPP, LittleEndian BGR palette, it'll do in a pinch...! I couldn't get Bubsy's palette to load though, so just changing in-game RAM addresses worked 2D0C4 to change animation frame freeze 2D132 to prevent it "juttering" to what frame he's meant to be displaying then screwing about with his position and background layers to get as clean a backdrop to erase level maps don't follow a clean progression, would need to deduce how many unique 2-byte values it has and then map tiles accordingly BIZHAWK RAM 2D090 bubsy x-pos 2D094 bubsy y-pos 2D0C4 bubsy animation frame 2D098 bubsy momentum 2D0D1 2D132 bubsy animation timing (freeze) 2D13E timer minute 2D13F timer seconds (+30) 2D171 level select (go to Options and set number for "start chapter") F1742 bg layer1 x-pos F1762 bg layer2 x-pos F1765 bg layer2 VISIBILITY F176E bg layer2 x-pos F180E lv1 flamingo head x-pos F182E lv1 flamingo body x-pos 115Fd8 crash crap