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Development:Frogger (Game Boy Color)
This page details development materials of Frogger (Game Boy Color).
The source code to the original Frogger for Game Boy was obtained by Highway Frogs.
Contents
GRFX
The GRFX folder contains the game's graphics in LBM format, many of which have notes left by the developers. While this isn't everything, these are the most interesting.
ALPHA.LBM
All of the main alphabet.
BG2.LBM
A sheet of the in-game levels graphics with detailed notes about each.
CRED1.LBM
The legal credits screen.
CRED1.LBM | _BACKUP.LBM | Final |
---|---|---|
Interestingly, there's an earlier duplicate called _BACKUP.LBM with different formatting. Even more interestingly is that neither of these actually match the one used in-game.
CRED2.LBM
The developer credits screen. Alternate variations of the bottom Frogger art can be seen on the right.
FROGS.LBM
All of Frogger's sprites, along with various enemies and items.
GOVER1.LBM
GOVER1.LBM | GAMEOVER.LBM |
---|---|
The game over screen. There's also GAMEOVER.LBM which is the same image but slightly shifted up.
OLDCRED1.LBM
An earlier version of the developer credits screen. Aside from a different arrangement, an alligator can be seen at the bottom instead of Frogger's head.
SPRITES.LBM
A sheet of early sprite graphics with notes.
These can be seen overwritten with more up-to-date sprites in NEWSP.LBM.
TEST.LBM
A layout of the first level using graphics much more reminiscent of the original arcade game.
TMPLAT2.LBM
A layout test using more of the latter image's graphics.
TITLE.LBM
The game's title screen. Some alternate placement of the registered symbol can be seen on the right.
Development Text
BUG1
A bug report.
GAMEBOY FROGGER - BUGS AND COMMENTS # ID# Class Status Verify Description 001 001 A Sometimes the Lady Frog is not visible on a log, yet when you jump onto a log you hear the sound cue of Frogger picking up the Lady Frog and Frogger starts flashing. Basically, the Lady Frog is sometimes not displayed. 002 002 A The sound of the time bar at the bottom of the screen does not always play. Sometimes you here the sound and sometimes you don't. Awaiting new sound. 003 003 A The game is too hard and needs to be tweaked. Game starts to get unfair starting at level 4. It is impossible to get past level 6 without the cheat. 004 004 A Remove cheat code from program. Holding down A & B buttons when powering up GameBoy corrupts the word Licensed on the title screen. 005 005 A Code needs to be registered. ASCII code for the Game Title has not been entered. Destination code is now set to 00H and it should be 01H. Check GameBoy Development Manual for correct entries. 006 006 B When you hop or scroll off the right side of the screen, you do not hear the die sound or see the skull graphic as you do when you go off the left side of the screen. 007 007 B The shadow of the second row of trucks on level one extend 1 pixel too high and can be seen in front of windshield. 008 008 A Incorporate a Majesco and Morning Star Multimedia logo screens before Title screen. The words Licensed by Nintendo need to appear on the Legal screen as well. 009 009 A Incorporate a new credit screen with my name as: TESTING: ROBERT PRESCOTT
FROGDEF.SNF
The sound engine code is leftover from the Game Boy version of Home Alone.
;**************************************** ;* * ;* HOMEDEF.SND * ;* * ;* "Home Alone - GameBoy" * ;* * ;* SOUND AND MUSIC DEFINITIONS * ;* * ;* Copyright (c) 1991 Imagineering, Inc.* ;* * ;**************************************** ; ; ; Prepared for Imagineering, Inc. by ; ; Stuart E. Ross ; New Potato Technologies ; P.O. Box 187 ; Danbury, CT 06813 ; ; TEL: (203) 746-9040 ; FAX: (203) 746-6929 ; ;-------------------------------- ; HOMEII Song Definitions ;-------------------------------- ; setting these to 0 will snub out a song song1 equ 1 ;theme song song2 equ 1 ;nutRUN song3 equ 1 ;RUNchuka song4 equ 1 ;spookRUN song5 equ 1 ;DEAD song6 equ 1 ;acomplsh song7 equ 1 ;memryRUN min_song_id equ $01 max_song_id equ $07 themsng equ $01 ; song1 nutsng equ $02 ; song2 chucksng equ $03 ; song3 spooksng equ $04 ; song4 deadsng equ $05 ; song5 acmpsng equ $06 ; song6 memrysng equ $07 ; song7 ;-------------------------------- ; HOME Sound Definitions ;-------------------------------- min_snd_id equ $00 max_snd_id equ $0e ; sx_open equ $80 ; Open door or drawer sx_glitter equ $81 ; Tooth glitter on game over sx_boyhit equ $82 ; Boy takes a hit sx_enmyhit equ $83 ; Enemy takes a hit sx_enmygone equ $84 ; Enemy removed sx_bosshit equ $85 ; Boss enemy hit sx_treasure equ $86 ; Boy gets treasure sx_boygets equ $87 ; Boy gets item (weapon, coin, etc.) sx_dropchute equ $88 ; Drop item in chute sx_objfall equ $89 ; General falling object sound sx_thump equ $8a ; General thump (bowling ball, etc.) sx_oneup equ $8b ; One-up sx_button equ $8c ; Select/start sx_bigboom equ $8d ; big explosion sx_bonus equ $8e ; bonus award ;