Ripping from Atomic Bomberman was lots of fun!!!!!!!!!!!!! The game's graphics are stored in .ANI files, containin their animation data as well as each sprite as an embedded .TGA file. .ANI files begins with... CHFILEANI HEAD0 PAL Then after that the sprites. They have multiple headers! CBOX FRAM HEAD FNAM FILENAME - ends in .TGA.CIMG Copying contents between CIMG and FNAM should get you each sprite, but you gotta make some byte adjustements to make it a viewable TGA (see "other methods") ---FREDIT The game comes bundled with a couple of DOS tools for editing the game: FREDIT is intended for editing animations to import your own, though the included documentation doesn't get into the nitty-gritty. It doesn't cooperate with modern operating systems, DOSbox, or even VirtualBox running Windows XP -- I could only get it running in PCem. (it's also very particular about how you type directory names, i forget the specifics, but it should show you its contents when you enter it correctly) There's options to play the animation or view the .ANI's contents as a numbered sheet. I took screenshots, ran those through Alferd Spritesheet Unpacker (adding extra empty space to the canvas because it struggles to recognise things without that sometimes), then organised it SpriteSheeter. ---COLOURS The graphics only depict green Bomberman, because the game recolours his palette for the other players. The raw graphics are seemingly full-colour bitmaps, while in-game they're run through COLOR.PAL, reducing them to 256 colours (at least when I ran the game, maybe the 32-bit colour option wasn't working?)... ... which means all 10 players share this palette, meaning the likes of red, purple, etc. have less colours than green and others. Trying to recolour them to game-accuracy would be a bit of a palaver! I assume the right way to recolour the graphics is to split the colour values into separate RGB layers, and tint the green however you want. I couldn't accomplish this the way I wanted though. GIMP has good colour separation options (under "decompose" and other Color tab menus)... ... but they'd include translucency into the mix, or still include violets or yellows that aren't recoloured under the game's definitions. The yellow belt buckle, violet arms, and red backpack remain those colours on all player palettes. If anyone knows of a convenient solution, I'd love to know! ---OTHER METHODS It's possible to extract from the .ANI files using X-Ripper and a hex editor, adding this script to X-Rippers' .INI config [CIMG] type = Graphics name = TGA (Atomic Bomberman) header_0 = 43 header_1 = 49 header_2 = 4D header_3 = 47 (this will produce multiple copies of the whole file, I don't know how to make it find a footer!) Now you've got some TGA files! This involves change the first 46 bytes of the file, and then searching for the string "FRAM" and deleting from there to the end. Otherwise image programs will refuse to open it as an image. ... unfortunately, the bytes that need replaced are variable. I got good results replacing those first 46 bytes with "00000A0000000000000000006E006E001020", but it only worked for a few files, not all. If you're better clued up on the TGA image format you can probably explore this better, but I'm not, so I ran for the hills! You can also use the Data Dump in Windows 10's Task Manager, creating a file you can browse in TiledGGD. This will store the files in variable-width format (probably 32BPP or something?), so it's a lot of manual extraction. This page was the first option presented to me, but I am a dope who has no idea how to use uncompiled GitHub tools. https://github.com/HerbFargus/Atomic-Bomberman/wiki/Sprites ---DEMO XPLODE5 is a dupe of an earlier animation and is not included.