The Japanese and European versions use slightly different file structures? JPN has more folders, seems to store certain files inside of others EUR drops some folders, but has all files visible...?? tiledggd doesn't seem to want to open NCGR files? cutting the header (first 4 bytes) seems to do the trick enemyNCGR/ graphics (8x8 tiled?) enemyColor/ palettes (256) it's a lot more feasible than i thought, but ugh automating this would be easier...! pc/ bomberman .NCLR palette .NANM animation...? small data, hex is mostly 00s, no relevance .NCEL cells...? hex looks like *something*, but no helpful data...? .NVAC graphics. hex data begins with number of animation frames, then 4 bytes for the address of each sprites. inc by 4 bytes after every chunk? .NATT map chunk? visualised in tiledggd as 16BPP 32x32 .NCGR graphics. erase header. how to view properly? .NCOL palette .NSBL ? tiny data. .NSCR map chunk, visualised in tiledggd as 16BPP 32x32 .NCEL investigation 000 = how many animation frames are in the file 008 = 4 bytes for every animation frame, incrementing. no relation to offset in graphics file. always ends in "01 00 00 00" "FF FF FF" is a repeat occurrence EU-ROOT/enemy/boss01_effect (0).ncel NCGR has 15 sprites (10 32x32 sprites, 5 16x16 sprites) represented in 0x00 in NCEL, "0f" 8 chunk of similar bytes for every frame (next one found every 34hex) first byte seems to be canvas width fifth byte seems to be canvas height F0 = 32x32 F4 = 16x32 F8 = 16x16 F9 = 16x16 FB = 16x FC = 8x8 FD = 8x32 F8/E4 = 16x32 boss02_effect (0).NCGR boss03_effect (0).ncel 26 sprites? NENE files, found in fld04 etc/trap, might be language files? nsbl...? desmume memory address (e rom, savestate 1) 207E1B8 bomberman animation frame 207E1C6 bomberman animation 2285602 bomberman direction [[[[probably a value for canvas size...? animations look borked if swapped in animation 1 idle 2 walk 3 run 4 hurt; 5 throw ;6 carry + walk;;; 10 victory 11 sigh 12 everything beyond seems to be corrupted?