Honestly I don't have a mod planned, but rather I always wanted to be able to have the sprites in animated form and preserve them. Basically an animation data viewer tool.
Basically, each animated battle sprite is stored in cmp format in
romfs/tex/stex/devilGtix as a compressed STEX using LZ11. With decompression and reading the pixel data, you get a result like this, which is also what you would get if you have "Dump Textures" on in an emulator. Here's Metatron (en001) as an example. It seems that each animation frame is generated in layers on the fly, which is also what allows for the sprites having a layered effect in 3D mode (try it, its awesome).
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Recreating the animation frames for over 630 entities is a grueling task, which may not even end up being accurate. In
romfs/battle/devil, the binary data for all of the entities is present, leading me to believe this is where the animation data is stored. Reverse engineering the ELF generated from combining .code and the external header, I have found references to the function that draws the sprites in battle with the binary files as input, with additional references to EnemyGrRenderer and EnemyRenderTex, which are the classes I'm trying my hardest to reverse engineer in IDA. I guess I could also modify the bin file itself, load it as a layeredFS mod, go into the battle and see the results if I end up getting nowhere in IDA.
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