3D Frog Frenzy
3D Frog Frenzy |
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Developer: Webfoot Technologies This game has a hidden developer message. |
A Frogger clone that was found on various PC game collection disks in the early 2000's.
Contents
Unused Graphics
In GFX\WALL\WALLWORK are raw palette files for a few of the wall tiles.
Unused Sound
CARHORN.WAV
A car horn sound effect that was meant for the vehicular obstacles, but doesn't play at any point.
Debugging Keys/Cheats
These are the debug functions/cheats in 3D Frog Frenzy and other " 3D" games by Webfoot.
- CTRL-Shift-I - Infinite lives and the player will be able to go through traffic without losing a life. However, you cannot walk on water.
- CTRL-Shift-L - Instant win (takes you to next level as if you landed on a goal tile)
- CTRL-Shift-T - Freeze timer
- CTRL-Shift-P - Pause game
Unused Text
LEVELS/REPLACE.TXT
//////////////////////////////////////////////////////////////////////////// // Files to replace ( !filename -you cant use wildcards- ) // // Dana says, do this: // dir *.def /ON /B > o.txt //////////////////////////////////////////////////////////////////////////// !level0.def !level1.def !level10.def !level11.def !level12.def !level13.def !level14.def !level15.def !level16.def !level17.def !level18.def !level19.def !level2.def !level20.def !level21.def !level3.def !level4.def !level5.def !level6.def !level7.def !level8.def !level9.def //////////////////////////////////////////////////////////////////////////// // Text to replace ( @search_text replace_text ask_before_replacing?(Y/N) // Symbol to replace ( #search_text replace_text ask_before_replacing?(Y/N) // The diference between "text" and "symbol" is that the 2nd one also // takes care of not replacing parts of a symbol ( var,function,etc. ), ie. // if you want to replace all the "myvar" symbols then it'll only replace // those but not the "myvar2" or "thisismyvar" or other symbols that have // that text inside but that are diferent symbols. Also, it WONT replace // structure fields ( by testing if the previous character is a '.' or // '->' ) // You can put text into "" or '' if you wish to write spaces // The symbol %ENTER% is replaced by ascii 13 + ascii 10 //////////////////////////////////////////////////////////////////////////// // These lines ad the accented chars to DEF files that use Cristian's original font stuff (i.e. fonts as WAGE sprites) @"&11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0" "&11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0" N //@"&11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0" "&11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0" N // this is something Pascal has been complaining about for over a year... merry christmas Pascal! //@"^pointer_bitmap = pointer.pcx" "^pointer_bitmap = gfx\pointer.pcx" N // Notice that in the following example I've used "" in the replace string // because it has spaces, but this is not necesary if there were no spaces // In any case, if you dont want to keep reminding this maybe you should // use "" or '' in all cases // The %ENTER% thing can be used in the search and in the replace string // and it works no matter if you're using "" or '' or none quote //#hello "goodbye%ENTER% blue sky..."
Dana refers to Dana M. Dominiak, programmer and President of Webfoot Technologies.
LEVEL/LEVEL.TXT
Ok, The players starting point will be defined by simply inserting on of the sprites #1-#4. No centering required, the game will center it automatically. Note: The start facing is also dependent of the sprite number, so it really faces the direction it 'looks' in the editor to. Bonus objects are defined in the sameway as the frog. The only thing that has any actual meaning is the block the bonus object is insterted into. That's right, the type, height and so on is irrelevant. These item uses auto-center feature too :) In theory level can have multiple exit-points. There's no reason why this wouldn't work... There's a little trick in the define files; I thought 3 different walls is enough per one level (with all possible floors) so instead changing thousand of definitions in the .def file just change the properties of $bit_tile_1 = blahblah.pcx $bit_tile_2 = blahblah.pcx $bit_tile_3 = blahblah.pcx This way should be much more convenient :) The car and log starting points are defined by the quite ugly arrow tiles, you probably figure the facing by yourself :) When a car or a log moves into an empty block it will vanish so no ending points required. Few things: - Cars and logs take the y-coordinate from the starting block and it'll not change afterwards so you can't have hills in the car/log lane. Sorry... (Well with logs this kinda makes sense :P ) - in the text file there's critical data under [Cars] key: (An example from level1.txt) [Cars] different_cars=7 car_1_x_size=10 car_1_z_size=8 car_2_x_size=9 car_2_z_size=8 car_3_x_size=10 car_3_z_size=8 car_4_x_size=10 car_4_z_size=8 car_5_x_size=9 car_5_z_size=8 car_6_x_size=10 car_6_z_size=8 car_7_x_size=10 car_7_z_size=8 arrow_1_random=1000 arrow_1_speed=0.15 arrow_1_pause=300 arrow_2_random=750 arrow_2_speed=1.5 arrow_2_pause=500 arrow_3_random=300 arrow_3_speed=0.5 arrow_3_pause=150 arrow_4_random=1000 arrow_4_speed=0.1 arrow_4_pause=200 arrow_5_random=1000 arrow_5_speed=0.1 arrow_5_pause=200 arrow_6_random=1000 arrow_6_speed=0.1 arrow_6_pause=200 These arrow things define the different behaviour for the cars appearing from the arrow. Number 1 is the red and next color is 2 and so forth... - RANDOM indicates the probability when PAUSE has been decreased to zero to 'spit' out a car. The car will then move with the speed the SPEED indicates. * 0.15 is slow, the frog can easilly outrun these * 0.5 is slightly faster, can't outrun * 1.5 is like driving 60mph/120kph :) - The car x-sizes are just sensitivities to car<->frog collision and there's no need to alter those. Just copy them from file to file... - NOTE! Don't use any logs in south/north direction as they looked SO stupid that I didn't even bother coding them. So theorically they exists but... Rest of the data in the .txt file should be pretty obvious...happy level editoring :) -Dragst
LEVELS/REPORT.TXT
* QUICKREP REPORT * ------------------------------------------------------------------------------ File level0.def lenght 44291 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 2 times File level0.def New Lenght 44291 ------------------------------------------------------------------------------ File level1.def lenght 44241 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level1.def New Lenght 44241 ------------------------------------------------------------------------------ File level10.def lenght 44126 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level10.def New Lenght 44126 ------------------------------------------------------------------------------ File level11.def lenght 44245 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level11.def New Lenght 44245 ------------------------------------------------------------------------------ File level12.def lenght 44241 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level12.def New Lenght 44241 ------------------------------------------------------------------------------ File level13.def lenght 44242 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level13.def New Lenght 44242 ------------------------------------------------------------------------------ File level14.def lenght 44245 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level14.def New Lenght 44245 ------------------------------------------------------------------------------ File level15.def lenght 44242 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level15.def New Lenght 44242 ------------------------------------------------------------------------------ File level16.def lenght 44245 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level16.def New Lenght 44245 ------------------------------------------------------------------------------ File level17.def lenght 44241 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level17.def New Lenght 44241 ------------------------------------------------------------------------------ File level18.def lenght 44242 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level18.def New Lenght 44242 ------------------------------------------------------------------------------ File level19.def lenght 44242 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level19.def New Lenght 44242 ------------------------------------------------------------------------------ File level2.def lenght 44245 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level2.def New Lenght 44245 ------------------------------------------------------------------------------ File level20.def lenght 44241 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level20.def New Lenght 44241 ------------------------------------------------------------------------------ File level21.def lenght 44244 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level21.def New Lenght 44244 ------------------------------------------------------------------------------ File level3.def lenght 44241 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level3.def New Lenght 44241 ------------------------------------------------------------------------------ File level4.def lenght 44241 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level4.def New Lenght 44241 ------------------------------------------------------------------------------ File level5.def lenght 44242 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level5.def New Lenght 44242 ------------------------------------------------------------------------------ File level6.def lenght 44245 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level6.def New Lenght 44245 ------------------------------------------------------------------------------ File level7.def lenght 44124 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level7.def New Lenght 44124 ------------------------------------------------------------------------------ File level8.def lenght 44120 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level8.def New Lenght 44120 ------------------------------------------------------------------------------ File level9.def lenght 44122 ------------------------------------------------------------------------------ &11=anim_skull,-60,-60,1,36,18,0,0,0,0,0,0 -> &11=anim_skull,-30,-30,0,36,38,0,0,0,0,0,0 : 1 times File level9.def New Lenght 44122 Files modified: 22 Total searchs: 1 Total replaces: 23 Texts or Symbols that were never replaced: ========================================== * END OF REPORT *
Revisional Differences
- Earlier releases of the game display an animated skull and crossbones upon death, while later ones show a static frog angel.
1999 | 2002 |
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- The accompanying sound effect was changed too.
1999 | 2002 |
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- Pages missing developer references
- Games developed by Webfoot Technologies
- Pages missing publisher references
- Games published by Cosmi
- Games published by eGames
- Windows games
- Pages missing date references
- Games released in 1999
- Games with hidden developer messages
- Games with hidden development-related text
- Games with unused graphics
- Games with unused sounds
- Games with debugging functions
- Games with hidden level selects
- Games with revisional differences
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden developer messages
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused sounds
Games > Games by developer > Games developed by Webfoot Technologies
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Cosmi
Games > Games by publisher > Games published by eGames
Games > Games by release date > Games released in 1999