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Sonic X (Leapster)
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Category LeapFrog
Sheets 25
Hits 104,159
Comments 91
Sonic X (Leapster)
Sonic X (Leapster)
Console Genre Developers
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Sep 13, 2021, 6:07 PM
How does one rip MIDIs from a Leapster game? I want to make Genesis remixes of music from Numbers On The Run: Counting on Zero.
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Sep 7, 2021, 1:21 AM
Why hasn't anyone ripped sprites of Eggman's Super Sucky Machine?
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Aug 27, 2021, 10:18 AM
I am about to rip some content off of the content off of the thomas leapster game, can someone tell me how to rip the music from the game, I'd appreciate it
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Aug 11, 2021, 11:03 AM
This game is a bit overkill for just a simple math game, I love it.
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Jun 28, 2021, 8:56 AM
What Emulator Did you use to rip these sprites?
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May 1, 2021, 8:43 PM
@Iso Kilo: Don't lose your way.
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Sep 26, 2020, 1:46 PM
Well, I used TiledGGD. For more information, look at the comments on the Math Robot's sheet.
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Sep 26, 2020, 12:24 PM
Were these ripped with Tile Layer Pro?
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Aug 29, 2020, 11:07 PM
@Random Talking Bush: It's best that the leftover sprites from Counting on Zero are put in their own game as it wouldn't make much sense to have sprites that belong in one game to be here only because they were unused in the games data.
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Aug 28, 2020, 7:56 PM
@Mister Man aren't didj games incompatible with explorer systems?
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Aug 23, 2020, 6:22 PM
@pittpenguin123: That's Sonic the Hedgehog on the LeapFrog Didj. From what I understand, the Micromod-related sprites (new idle / victory poses) are stored in the console, either by downloading them (if you're playing on a LeapFrog Didj) or by default (if you're playing on a Leapster Explorer).
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Aug 21, 2020, 8:32 PM
This game had unlockable idle animations or something you can change too didn't it? I remember one of sonic playing with a YoYo. are those sprites able to be ripped or are they some how locked byhind the unlock system
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Aug 18, 2020, 9:11 PM
@Dolphman: Also a bunch of little things which I'll be getting back to working on sometime soon. I'm actually not sure where the tiles/backgrounds are stored, but besides those there's also a metric crapton of content leftover from Numbers on the Run: Counting on Zero in the game's files that I don't know what to do with (that is, whether I should post 'em in a new section here since they're technically from this game, or make a new game section for 'em).
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Aug 18, 2020, 8:47 PM
I think all that's left to rip is the tilesets, the machines that take you to the transitions, and the cutscenes. Anything else?
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Aug 18, 2020, 1:57 PM
OMG!!!! YESSSSSSSSS!!!!!! I'VE BEEN LOOKING FOR THIS EVERYWHERE!!!!!! THANK YOU GUYS!!!!!!
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Aug 8, 2020, 6:39 PM
EGGMAN'S SUPER SUCKY MACHINE!!!!
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Jul 2, 2020, 2:22 PM
You may need a Hex Editor and get a specific MiDi file in terms of music.
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Jul 2, 2020, 2:06 PM *
Tried with Calling All Engines! for Leapster ROM, but nothing. The music can only be found within the .bin file.
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Jun 17, 2020, 5:31 PM
Yeah! Ton changed the thumbnail with my image!
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Jun 8, 2020, 3:43 PM
So despite my insistence that the cutscenes shouldn't be ripped because they use vector Flash art, I've considered a compromise; rip the frames at the intended resolution of 160x160.
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Jun 5, 2020, 8:46 PM
@You Gotta be Joshing me I tried your technique on the swfs in macromedia flash mx (the version of flash this game was made with), and I couldn't find such a feature. I tried converting the swf too, but I got no results.
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Jun 1, 2020, 4:56 PM *
@Rainbow Question Mark If you have a version of Flash (the authoring software), open the SWFs as FLAs, that way you should be able to make edits and rip audio.

Import the SWF into the libary for a blank FLA, that should give the assets used.

This was edited to avoid misinformation.
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Jun 1, 2020, 3:23 PM
@Iso Kilo I tried Audacity with this ROM and it only got me the sound effects and some MIDI-like instruments. No voices nor the cutscene audio.
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May 31, 2020, 4:06 PM
@Rainbow Question Mark the sounds can actually be ripped by tossing the ROM into Audactity as the RAW format. With a few specifications- Encoding: A-Law, Byte order: Default endianness, Channels: 1 (Mono), Sample rate: 8000 Hz. As for the cutscenes, those are SWFs, and because of that they use vector art which just can't be represented with bitmap images, otherwise it's not the original art. But to rip the SWFs, at least, you just need to open the ROM with 7-zip and the SWFs will present themselves to you.
Most of the data in this game is uncompressed and unencrypted and I love it~
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May 31, 2020, 12:42 PM
Now where do we rip the sounds and the flashy cutscenes with sounds?
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