Hacking Looking for guidance - coordinate data for animations

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DomobotV3

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Hi all. For a while now I've been ripping sprites and elements from the Super Robot Wars series of games, primarily those on the DS. While having the sprites alone is pretty cool, I've thought about the potential to have the actual animation sequences available in a format suitable for use in a fangame. What I want to know is, is there a way of grabbing the coordinate data used to move the sprites/tiles from an emulator? Something I can translate to tile X moving to location Y on frame Z.
 
A little bump because well, I did figure out a way! Cheat Engine came in handy to pinpoint and extract OAM data from a running emulator, and I'm in the process of stringing frames together and putting together a program that can play them (and eventually modify them or make new animations from scratch). I have a new hurdle to jump now though- is there a place in memory where I can find usable data that handles sprite rotation and scaling? Plenty of animations in the game utilize those features...
 
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Well, here I am, again. I know where the data is, I know what the formula is, but I just can't seem to implement it in a way that works in Game Maker, which is what I'm trying to put together this animation viewer/editor with. In lieu of working with the raw data, I wanted to know if there was anywhere in the memory of an emulator like Desmume where I could find the actual calculated coordinates of scaled/rotated sprites as they're drawn on-screen. All I'd need are the corners of any sprite using the rotation flag on any given frame...
 

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