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Frogger 2: Swampy's Revenge (PlayStation)
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Games > Games by content > Games with hidden development-related text
Games > Games by developer > Games developed by Blitz Games
Games > Games by developer > Games developed by Game Titan
Games > Games by platform > PlayStation games
Games > Games by publisher > Games published by Hasbro Interactive
Games > Games by release date > Games released in 2000
Games > Games by series > Frogger series
| Frogger 2: Swampy's Revenge |
|---|
|
Developers: Blitz Games,
Game Titan
|
Debug/Dev Text
tty debug console
The tty console displays a lot of chatter. The following is from booting through a playthrough of the training level.
RAM start 0xbd7b4 0x14074c (1312588) memoryInitialise: base = 0xbd7b4, size = 0x14074c memoryInitialise: pool.base = 0xc37b4, pool.size = 0x13a74c, pool.top = 0x1fdf00 FROGGER2 PSX Setting Mode For NTSC Read CD index READ FILE: TITLESUS.FLA READ FILE: TEXTURES\MEMCARD.SPT READ FILE: FONT12.FON READ FILE: LANGUAGE.TXT small game text = 8481 WorldID Is : -1 READ FILE: SFX\SYSTEM\SFX.SBH READ FILE: SFX\SYSTEM\SFX.SBB Loading Code Overlay Video Playing stream \HASBROS.STR;1 vid channel set to 1 Playing stream \BLITZS.STR;1 vid channel set to 1 Playing stream \01S.STR;1 vid channel set to 1 Finished FMV Lang Select 1 Loading Code Overlay Game Checking Save Game VSync: timeout No game save data found Saving 2624 VSync: timeout No errors READ FILE: LANGUAGE.TXT small game text = 8481 ----- FREEING ALL LISTS ---------- Freeing Schmambient sound list Freeing linked list : SAMPLE : (2 elements) Freeing All Texture Banks : TEXTURE memoryInitialise: base = 0xbd7b4, size = 0x14074c memoryInitialise: pool.base = 0xc37b4, pool.size = 0x13a74c, pool.top = 0x1fdf00 FileName : READ FILE: LANGUAGE.TXT small game text = 8481 READ FILE: BIGFONT.FON READ FILE: FONT12.FON ----- DONE FREEING ALL LISTS ----- FileName : TEXTURES\GENERIC.SPT READ FILE: TEXTURES\GENERIC.SPT READ FILE: SFX\FROGGER\SFX.SBH READ FILE: SFX\FROGGER\SFX.SBB WorldID Is : 8 READ FILE: SFX\FRONTEND\SFX.SBH READ FILE: SFX\FRONTEND\SFX.SBB READ FILE: STAKFILES\FRONTEND.STK READ FILE: STAKFILES\GENERIC.STK STACK FILE: START.COL STACK FILE: START.SCE World Object Not Found STACK FILE: GENERIC.PIL READ FILE: STAKFILES\FROGGER.STK STACK FILE: FROGGER.PIL FileName : TEXTURES\HUB.SPT READ FILE: TEXTURES\HUB.SPT STACK FILE: HUB.PIL STACK FILE: HUB1.BFF World Texture (crc 4137556694) not found World Texture (crc 2083360198) not found World Texture (crc 590319713) not found STACK FILE: GENERIC.TIT STACK FILE: HUB.TIT Skinned Model..............levels.psi, -2170, -160, 6400 players.psi, -2200, 2150, 6260 ghandle.psi, -700, 850, -3900 wat_flbm.psi, 3400, 400, -2850 islandc.psi, -1780, -70, -1140 islanda.psi, 0, 0, 0 islandb.psi, 1500, -70, -900 xx_grnd.psi, 200, -650, -2000 wat_pond.psi, 200, -350, -2000 spf_fall.psi, -3290, 370, -4080 Could Not Create Scenic Object. framea.psi, -2170, 1050, 6380 frameb.psi, -3160, 1060, 6140 framec.psi, -1360, 1040, 5810 framed.psi, -1110, 1050, 4870 froggr.psi, -2170, 1050, 6370 wart.psi, -2660, 1050, 3810 lillie.psi, -3150, 1060, 6130 babyfrog.psi, -3780, 1050, 5270 twee.psi, -3450, 1040, 4330 robofrog.psi, -1680, 1060, 4030 hopper.psi, -1120, 1050, 4870 swampy.psi, -1370, 1040, 5810 framed.psi, -3810, 1050, 5280 framec.psi, -3460, 1040, 4340 framea.psi, -2670, 1050, 3800 frameb.psi, -1680, 1060, 4020 slu_fall.psi, -3800, 500, -4690 xxa_fall.psi, -2530, -370, -2620 wat_frth.psi, -3800, 500, -4690 ilandbse.psi, 0, 0, 0 ada_jar.psi, -2690, 800, 6420 ada_jar.psi, -2130, 800, 3770 ada_jarb.psi, -1090, 800, 5370 ada_jarb.psi, -3690, 800, 4760 plantsk.psi, -2300, -420, 6180 world.psi, 0, 0, 0 STACK FILE: ENTITY-8-0.DAT MemLoadEntities() --- SUPERFAST VERSION --- Loading 44 paths.. memoryAllocate: failure @ platform.c:443 - block size illegal (0 bytes)Success! ---------------------------------------------------- STACK FILE: SCRIPT-8-0.FEV Loading script SCRIPT-8-0.FEV... ok STACK FILE: SFXANIM80.SAM Could Not Find Texture : FROGWATCH01 Could Not Find Texture : CLK_HAND Could Not Find Texture : CLK_HEAD Could Not Find Texture : AHOVER Could Not Find Texture : QHOVER XA track '\CDA.XA;1' 69750->99213 XA track '\CDB.XA;1' 99214->124149 World ID : 8 XAplayChannel: 69750->99213 Could Not Find Texture : Could Not Find Texture : ----- FREEING ALL LISTS ---------- Freeing Schmambient sound list Freeing linked list : SAMPLE : (36 elements) Freeing All Texture Banks : TEXTURE psi destroy memoryInitialise: base = 0xbd7b4, size = 0x14074c memoryInitialise: pool.base = 0xc37b4, pool.size = 0x13a74c, pool.top = 0x1fdf00 FileName : READ FILE: LANGUAGE.TXT small game text = 8481 READ FILE: BIGFONT.FON READ FILE: FONT12.FON ----- DONE FREEING ALL LISTS ----- FileName : TEXTURES\GENERIC.SPT READ FILE: TEXTURES\GENERIC.SPT READ FILE: SFX\FROGGER\SFX.SBH READ FILE: SFX\FROGGER\SFX.SBB WorldID Is : 8 READ FILE: SFX\FRONTEND\SFX.SBH READ FILE: SFX\FRONTEND\SFX.SBB READ FILE: STAKFILES\TRAINING.STK READ FILE: STAKFILES\GENERIC.STK STACK FILE: MULTISEL.COL STACK FILE: MULTISEL.SCE World Object Not Found STACK FILE: GENERIC.PIL READ FILE: STAKFILES\FROGGER.STK STACK FILE: FROGGER.PIL FileName : TEXTURES\HUB.SPT READ FILE: TEXTURES\HUB.SPT STACK FILE: TRAINING.BFF STACK FILE: TRAIN.PIL STACK FILE: GENERIC.TIT STACK FILE: HUB.TIT Skinned Model..............world.psi, 0, 0, 0 xx_gtrnc.psi, 200, -80, 6180 wat_trnr.psi, 0, 0, 0 wat_flo.psi, -3000, 2800, -2000 xx_gtrnr.psi, 0, -300, 0 xx_gtrnb.psi, -2960, 2500, -2000 wat_flob.psi, 200, 320, 6220 wat_flbc.psi, -5650, 5100, -2300 STACK FILE: ENTITY-8-3.DAT MemLoadEntities() --- SUPERFAST VERSION --- Loading 38 paths.. Success! ---------------------------------------------------- STACK FILE: SCRIPT-8-3.FEV Loading script SCRIPT-8-3.FEV... ok STACK FILE: SFXANIM83.SAM Could Not Find Texture : AHOVER Could Not Find Texture : QHOVER XA track '\CDA.XA;1' 69750->99213 XA track '\CDB.XA;1' 99214->124149 World ID : 8 XAplayChannel: 69750->99213 World ID : 9 XAplayChannel: 99214->124149 Freeing Schmambient sound list World ID : 11 XAplayChannel: 99214->124149 Checking Save Game VSync: timeout No errors Saving 2624 VSync: timeout No errors ----- FREEING ALL LISTS ---------- Freeing Schmambient sound list Freeing linked list : SAMPLE : (36 elements) Freeing linked list : PLATFORM : (10 elements) Freeing All Texture Banks : TEXTURE psi destroy memoryInitialise: base = 0xbd7b4, size = 0x14074c memoryInitialise: pool.base = 0xc37b4, pool.size = 0x13a74c, pool.top = 0x1fdf00 Loading Code Overlay Video Playing stream \02S.STR;1 vid channel set to 1 Loading Code Overlay Game FileName : READ FILE: LANGUAGE.TXT small game text = 8481 READ FILE: BIGFONT.FON READ FILE: FONT12.FON ----- DONE FREEING ALL LISTS ----- FileName : TEXTURES\GENERIC.SPT READ FILE: TEXTURES\GENERIC.SPT READ FILE: SFX\FROGGER\SFX.SBH READ FILE: SFX\FROGGER\SFX.SBB WorldID Is : 0 READ FILE: SFX\GARDEN\SFX.SBH READ FILE: SFX\GARDEN\SFX.SBB READ FILE: STAKFILES\GARDEN1.STK READ FILE: STAKFILES\GENERIC.STK STACK FILE: GARDEN1.COL STACK FILE: GARDEN1.SCE World Object Not Found STACK FILE: GENERIC.PIL READ FILE: STAKFILES\FROGGER.STK STACK FILE: FROGGER.PIL FileName : TEXTURES\GARDEN.SPT READ FILE: TEXTURES\GARDEN.SPT STACK FILE: GARDEN1.BFF World Texture (crc 4081148846) not found STACK FILE: GARDEN1.PIL STACK FILE: GENERIC.TIT STACK FILE: GARDEN.TIT Skinned Model..............world.psi, 0, 0, 0 jetty.psi, 1000, -500, 5450 xx_gpnd.psi, 0, 500, -11700 glass.psi, 0, 1840, -12580 xx_gstrm.psi, 0, -500, 11370 xx_gardn.psi, 10, -750, 3260 wat_flo.psi, 0, -450, 3240 wat_fstr.psi, 0, -160, 11380 wat_pond.psi, 40, 640, -11720 a_ppot.psi, -1460, 0, 10750 a_ppot.psi, 950, 0, 10740 a_ppot.psi, 0, -250, 770 a_ppot.psi, 3480, 0, -1710 a_ppot.psi, -3000, 0, 6240 a_ppot.psi, 2960, -250, 2750 wat_fell.psi, 3280, 260, 1970 a_ppot.psi, -970, 690, -13670 wheelbw.psi, 1000, 1200, -13700 STACK FILE: ENTITY-0-0.DAT MemLoadEntities() --- SUPERFAST VERSION --- Loading 55 paths.. Success! ---------------------------------------------------- STACK FILE: SCRIPT-0-0.FEV Loading script SCRIPT-0-0.FEV... ok STACK FILE: SFXANIM00.SAM XA track '\CDA.XA;1' 69750->99213 XA track '\CDB.XA;1' 99214->124149 World ID : 0 XAplayChannel: 69750->99213
SLUS_011.72
This file contains debug/dev related text, some of which is shown below.
| To do: Create a subpage with all the debug/dev related text. |
| To do: There are mentions of 6 "TEST files/maps and other DUMMY data that need investigation. |
Loading Code Overlay Game
GAME.BIN Loading Code Overlay Video
VIDEO.BIN Loading Code Overlay Lang
LANG.BIN main.c Setting Mode For NTSC
RAM start 0x%x 0x%x (%d)
FROGGER2 PSX
\FROGGER.DAT;1 TITLESUS TEXTURES\MEMCARD.SPT FONT12.FON LANGUAGE.TXT Finished FMV
Lang Select 1
LOGO
FROGGER2 QUIT/RESET
WORLD POLY COUNT %d : Objs %d : %d OBJECT POSITION %d : %d : %d Reading crypt key
Obtained crypt key
...
...
...
----- FREEING ALL LISTS ----------
psi destroy
LANGUAGE.TXT BIGFONT.FON FONT12.FON ----- DONE FREEING ALL LISTS -----
DEMOS\RECORD-%lu-%lu.KEY Next Demo : %d
DEMO MODE: Failed loading %s, returning
We've finished with demo, then exit..........................................
...
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SRETROMULTI2.SCE SRETROMULTI3.SCE SRETROMULTI4.SCE SRETROMULTI5.SCE SRETROMULTI6.SCE
SRETROMULTI7.SCE SRETROMULTI8.SCE SRETROMULTI9.SCE SRETROMULTI10.SCE START.SCE
LEVELA.SCE LEVELB.SCE MULTISEL.SCE LANGUAGE.SCE TEST1.SCE TEST2.SCE TEST3.SCE
TEST4.SCE TEST5.SCE TEST6.SCE map.c
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Error! Tried to allocate %d nodes with %d left
psiactor.c %s Skinned Model.............. .psi
Trying To Find New Model %s : %s................
Could Not Find Replacment Model................
anim index out of range: %s
frogcroak Failed to create croak!!
[Interpreter Debug] %s (line %d)
[Interpreter Debug] %s
Invalid tile number: %d Error running script within trigger!
Invalid counter number Model names must be < 20 chars Sample name too long! Max 32 characters
PlaySound(): Couldn't find actor Reset script out of range string Unrecognised command
Script failed version check
script.c Possibly an error on line %d?
SCRIPT-%d-%d.FEV Loading script %s...
error loading file
InitLevelScript() failed
ok
Testing script %s
%s
specfx.c
...
...
...
GARDEN.TIT ANCIENTS.TIT SPACE.TIT SUB.TIT LAB.TIT HALLOWEEN.TIT RETRO.TIT HUB.TIT GENERIC.TIT 64DUMMY%d 16DUMMY%d DUMMY%d Cound Not Find Dummy Texture....: %s
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...
...
ERROR: Palette file is not in JASC format.
Use Paint Shop Pro or Batchmaster.
Palette not loaded.
ERROR: Palette has %d instead of 16 colours.
textures.c Could Not Malloc Texture Anim.
...
...
...
jees ! how many models do you expect me to load ?
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memoryInitialise: too many mallocs (%d = %d bytes!)
memoryInitialise: base = 0x%x, size = 0x%x
memoryInitialise: pool.base = 0x%x, pool.size = 0x%x, pool.top = 0x%x
memoryDestroy: leak @ 0x%x, size %d
memoryAllocate: failure @ %s:%d - block size illegal (%d bytes)
memoryAllocate: failure @ %s:%d - could find no available record
memoryAllocate: failure @ %s:%d - No memory left
memoryShow: %d mallocs
#%3d ---- @ 0x%x, %6d
#%3d FREE @ 0x%x, %6d
memoryShowStats:
Total RAM: %d Kb
Mallocs available: %d, %d used (%d perc usage)
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Levelname Goes in here ----------------------- 00: 00:
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JASC-PAL
0100
16
35 35 35
178 25 0
155 64 57
178 48 97
151 156 146
226 16 0
170 161 170
195 93 98
197 119 111
240 85 0
255 97 1
195 201 190
1 162 255
251 122 77
231 227 231
255 255 255
JASC-PAL
0100
16
35 35 35
0 122 178
57 112 155
48 137 178
151 156 146
...
...
...
FROGGER.DAT
This file contains debug/dev related text, and what looks to be a lot of the game API and source, some of which is shown below.
| To do: Create a subpage with all the debug/dev related text. |
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<pre>
memload.cMemLoadEntities()
--- SUPERFAST VERSION ---
MemLoadEntities() ---------------------
--------------------------------------------------------------------------------------
ERROR: Attempting to load incorrect version (%03d) of level file (should be %03d)
Update levels by loading into the editor and saving out again!
--------------------------------------------------------------------------------------
Loading %d paths..
bfly.obefailed!
blank.obeSuccess!
----------------------------------------------------
...
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...
ERROR: Attempting to load incorrect version (%03d) of script (should be %03d)
maths.cSaving %d
BASLUS-01172FROGGER2No errors
No card in slot
Bad card in slot
Card unformatted
Card is full
memcard.c
...
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...
LANG_NAMECommentsEnglishFranaisDeutschItalianoUS
STR_STARTRefers to controller buttonStartSTARTStartIniziaStart
STR_UPRefers to controller buttonUpHautHochSuUp
STR_LEFTRefers to controller buttonLeftGaucheLinksSinistraLeft
STR_DOWNRefers to controller buttonDownBasRunterGiDown
STR_RIGHTRefers to controller buttonRightDroiteRechtsDestraRight
STR_WORLD_GARDENGraphic zone nameGardenJardinGartenGiardinoGarden
STR_WORLD_ANCIENTGraphic zone nameAncientsAntiquitAltertumAntichit Ancients
STR_WORLD_SPACEGraphic zone nameSpaceEspaceWeltallSpazioSpace
STR_WORLD_CITYGraphic zone nameCityVilleCityMetropoliCity
STR_WORLD_SUBGraphic zone nameSubterraneanSouterrainUnterweltSotterraneiSubterranean
STR_WORLD_LABGraphic zone nameLaboratoryLaboratoireLaborLaboratorioLaboratory
STR_WORLD_HALLGraphic zone nameHalloweenHalloweenHalloweenHalloweenHalloween
STR_WORLD_SWAMPYDONT TRANSLATEBUGUBUGUBUGUBUGUBUGU
STR_WORLD_RETROGraphic zone nameSuper RetroSuper rtroSuper-RetroSuper retroSuper Retro
STR_LEVEL_UNNAMEDDONT TRANSLATEBUGUBUGUBUGUBUGUBUGU
STR_LEVEL_GARDEN1Graphic zone nameThe GardenLe jardinGartenIl giardinoThe Garden
STR_LEVEL_GARDENMULTIDONT TRANSLATEBUGUBUGUBUGUBUGUBUGU
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STR_AUTO_HOPJust eaten a butterfly and now will hop automatically if you hold a directionAuto Hop!Bond automatique !Auto-Hpfer!Salto automatico!Auto Hop!
STR_INVULNERABILITYSpecial cheat that makes you invulnerable to injuryInvulnerability!Invulnrabilit !Unverwundbarkeit!Invulnerabilit!Invulnerability!
STR_ON"Used when a cheat below is ""on"""OnOuiEinAttivatoOn
STR_OFF"Used when a cheat below is ""off"""OffNonAusDisattivatoOff
STR_CHEAT_1Cheat - open all levels if onLevel accessAccs tous les niveauxZugang zu allen LevelsAccesso ai livelliLevel access
STR_CHEAT_2Cheat - infinitive lives if onInfinite LivesVies illimitesUnbegrenzte LebenVite infiniteInfinite Lives
STR_CHEAT_3Cheat - use all characters in the gameCharacter accessAccs personnagesAlle CharaktereAccesso ai personaggiCharacter access
STR_CHEAT_4"Cheat - open up all ""Extras"" - like art work viewer"Extras accessAccs tous les bonusZugang zu allen ExtrasAccesso agli extraExtras access
STR_CHEAT_5Cheat - frogger can't be hurtInvulnerabilityInvulnrabilit UnverwundbarkeitInvulnerabilitInvulnerability
STR_CHEAT_6Cheat - skip to the next levelSkip LevelSauter un niveauLevel berspringenSalta livelloSkip Level
STR_CHEAT_7Mad GaribsMad GaribsMad GaribsMad GaribsMad Garibs
STR_TRIANGLE_BACKHelp text to say press button to go back to previous menuPress @T to go backRetour menu prcdent : @TDrcke @T um zurckzugehenPremi @T per muoverti indietro.Press @T to go back
STR_RETURNRefers to the 'return' buttonReturnRetourEingabeIndietroReturn
...
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sProcessorFeaturePresentKERNEL32e+000runtime error
TLOSS error
SING error
DOMAIN error
R6028
- unable to initialize heap
R6027
- not enough space for lowio initialization
R6026
- not enough space for stdio initialization
R6025
- pure virtual function call
R6024
- not enough space for _onexit/atexit table
R6019
- unable to open console device
R6018
- unexpected heap error
R6017
- unexpected multithread lock error
R6016
- not enough space for thread data
abnormal program termination
R6009
- not enough space for environment
R6008
- not enough space for arguments
R6002
- floating point not loaded
Microsoft Visual C++ Runtime Library
Runtime Error!
...
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...
#
# CRTEST PS MAKEFILE
#
######################################################################
#
# MACROS
#
!if $(PAL) == 1
VOPT = /p
!if $(MASTER) == 1
OPT = -Wall -Wno-unused -DPALMODE=1 -DGOLDCD=1 -c -O2 -mgpopt -G0 -X0$80018000 -comments-c++
LIBISL = c:\psx\isl\lib\release
!else
OPT = -Wall -Wno-unused -DDEBUG=1 -DPALMODE=1 -DGOLDCD=0 -c -O0 -g -mgpopt -G0 -X0$80018000 -comments-c++
LIBISL = c:\psx\isl\lib\debug
!endif
!else
VOPT = /n
!if $(MASTER) == 1
OPT = -Wall -Wno-unused -DPALMODE=0 -DGOLDCD=1 -c -O2 -mgpopt -G0 -X0$80018000 -comments-c++
LIBISL = c:\psx\isl\lib\release
!else
OPT = -Wall -Wno-unused -DDEBUG=1 -DPALMODE=0 -DGOLDCD=0 -c -O2 -mgpopt -G0 -g -X0$80018000 -comments-c++
LIBISL = c:\psx\isl\lib\debug
!endif
!endif
CCPSX = c:\psx\bin\ccpsx
DMPSX = c:\psx\bin\dmpsx
ASMPSX = c:\psx\bin\asmpsx
PSYLINK = c:\psx\bin\slink
#
# DEFAULT BUILD RULE
#
.c.obj:
$(CCPSX) $(OPT) $&.c -o$&.obj
$(DMPSX) -b $&.obj
#
# MAIN TARGET
#
# I've taken "camera" out for now, coz it wasn't being called, and
# was broken in the version checked in
crtest.cpe: crtest.lnk makefile.txt gametext.txt \
main.obj timer.obj actor.obj \
viewer.obj map_draw.obj bff_load.obj map_view.obj \
menu.obj snapshot.obj collide.obj maths.obj camera.obj\
debris.obj lights.obj puzzles.obj custom.obj \
cr_asm.obj map_asm.obj map_play.obj stilts.obj \
station.obj catapult.obj enemies.obj overlays.obj \
islvideo.obj platform.obj control.obj \
overlay1.obj overlay2.obj
$(PSYLINK) /l $(LIBISL) /psx /wo /v /c /strip /nostriplib @crtest.lnk,crtest.cpe,crtest.sym,crtest.map
attrib -R ..\cd\shell\gametext.txt
copy gametext.txt ..\cd\shell /Y
attrib +R ..\cd\shell\gametext.txt
copy overlay1.bin ..\cd\bin /Y
copy overlay2.bin ..\cd\bin /Y
#
# SECONDARY TARGET - download and run
#
run: crtest.cpe
attrib -R ..\cd\shell\gametext.txt
copy gametext.txt ..\cd\shell /Y
attrib +R ..\cd\shell\gametext.txt
resetps $(VOPT)
delay 100
...
...
...
map_asm.obj:map_draw.s
$(ASMPSX) /zd /l map_draw.s, map_asm.obj
#
# EVERYTHING ELSE
#
viewer.obj:viewer.c global.h main.h menu.h viewer.h map_draw.h
main.obj:main.c global.h timer.h main.h viewer.h menu.h snapshot.h collide.h gametext.h
actor.obj:actor.c global.h map_draw.h collide.h actor.h
bff_load.obj:bff_load.c global.h bff_load.h map_draw.h loadlnd.h platform.h
platform.obj:platform.c global.h platform.h map_draw.h bff_load.h maths.h overlays.h
map_draw.obj:map_draw.c global.h main.h bff_load.h map_draw.h maths.h debris.h
timer.obj:timer.c global.h main.h timer.h
menu.obj:menu.c global.h main.h viewer.h map_view.h map_play.h stilts.h station.h catapult.h gametext.h
catapult.obj:catapult.c global.h main.h menu.h map_draw.h bff_load.h collide.h debris.h lights.h timer.h maths.h overlays.h map_view.h global.h
map_view.obj:map_view.c global.h main.h menu.h map_draw.h bff_load.h collide.h debris.h lights.h timer.h maths.h puzzles.h global.h overlays.h
snapshot.obj:snapshot.c global.h snapshot.h
debris.obj:debris.c global.h debris.h
collide.obj:collide.c global.h maths.h collide.h
maths.obj:maths.c global.h maths.h
lights.obj:lights.c global.h debris.h lights.h
custom.obj:custom.c global.h
puzzles.obj:puzzles.c global.h loadlnd.h puzzles.h
temp.obj:temp.c global.h main.h menu.h map_draw.h bff_load.h collide.h debris.h lights.h timer.h global.h
loadlnd.obj:loadlnd.c
camera.obj:camera.c global.h main.h map_view.h collide.h camera.h maths.h map_play.h
chase.obj:chase.c global.h bff_load.h map_draw.h
map_play.obj:map_play.c global.h main.h menu.h map_draw.h bff_load.h collide.h debris.h lights.h timer.h maths.h enemies.h puzzles.h camera.h global.h
mapcam.obj:mapcam.c global.h maths.h mapcam.h
station.obj:station.c global.h main.h menu.h map_draw.h bff_load.h collide.h debris.h lights.h timer.h maths.h map_view.h global.h
enemies.obj:enemies.c global.h maths.h bff_load.h lights.h timer.h collide.h enemies.h
islvideo.obj:islvideo.c global.h main.h
stilts.obj:stilts.c global.h main.h bff_load.h map_draw.h timer.h
overlays.obj:overlays.c global.h map_draw.h maths.h overlays.h collide.h platform.h main.h
control.obj:control.c global.h collide.h enemies.h camera.h control.h
overlay1.obj:overlay1.c global.h
overlay2.obj:overlay2.c global.h
"map_draw.c"
# 1 "global.h" 1
# 1 "c:/psx/include.45/r3000.h" 1 3
# 233 "c:/psx/include.45/r3000.h" 3
# 46 "global.h" 2
# 1 "c:/psx/include.45/sys/errno.h" 1 3
extern int errno;
# 47 "global.h" 2
# 1 "c:/psx/include.45/sys/types.h" 1 3
...
...
...
# 135 "c:/psx/include.45/libgte.h" 3
typedef struct {
shortm[3][3];
long t[3];
} MATRIX;
typedef struct {
longvx, vy;
longvz, pad;
} VECTOR;
typedef struct {
shortvx, vy;
shortvz, pad;
} SVECTOR;
typedef struct {
u_charr, g, b, cd;
} CVECTOR;
typedef struct {
short vx, vy;
} DVECTOR;
typedef struct {
SVECTOR v;
VECTOR sxyz;
DVECTOR sxy;
CVECTOR rgb;
short txuv,pad;
...
...
...
extern void InitGeom();
extern void EigenMatrix(MATRIX *m, MATRIX *t);
extern int IsIdMatrix(MATRIX *m);
extern MATRIX *MulMatrix0(MATRIX *m0,MATRIX *m1,MATRIX *m2);
extern MATRIX *MulRotMatrix0(MATRIX *m0,MATRIX *m1);
extern MATRIX *MulMatrix(MATRIX *m0,MATRIX *m1);
extern MATRIX *MulMatrix2(MATRIX *m0,MATRIX *m1);
extern MATRIX *MulRotMatrix(MATRIX *m0);
extern MATRIX *SetMulMatrix(MATRIX *m0,MATRIX *m1);
extern MATRIX *SetMulRotMatrix(MATRIX *m0);
extern VECTOR *ApplyMatrix(MATRIX *m,SVECTOR *v0,VECTOR *v1);
extern VECTOR *ApplyRotMatrix(SVECTOR *v0,VECTOR *v1);
extern VECTOR *ApplyRotMatrixLV(VECTOR *v0,VECTOR *v1);
extern VECTOR *ApplyMatrixLV(MATRIX *m,VECTOR *v0,VECTOR *v1);
extern SVECTOR *ApplyMatrixSV(MATRIX *m,SVECTOR *v0,SVECTOR *v1);
extern VECTOR *ApplyTransposeMatrixLV(MATRIX *m,VECTOR *v0,VECTOR *v1);
extern MATRIX *RotMatrix(SVECTOR *r,MATRIX *m);
extern MATRIX *RotMatrixXZY(SVECTOR *r,MATRIX *m);
extern MATRIX *RotMatrixYXZ(SVECTOR *r,MATRIX *m);
...
...
...
// Leave this here please!
/*
Mappings from character animations to sound effects
Types:
0 Player with full animation range
1 Multiplayer character
2 Enemy
3 Scenic
4 Tile based
Format:
object name
type
wave file name
end
NOTE:
The exact number of sfx entries must follow an actor type or BAD THINGS WILL HAPPEN!
Currently
players have 43 animations (see frogger.h for latest figure)
Multiplayer characters ARE NOT IMPLEMENTED!
Enemies must have four regardless of how many they actually have
Scenics have but one
*/
91
4
lp_arrow.wav
end
91
4
lp_mspke1.wav
end
70
4
lp_mspke2.wav
end
76
4
lp_mspke3.wav
end
boulder.obe
3
lp_boulder.wav
end
101
4
lp_lava.wav
end
480
4
lp_lava.wav
end
207
4
lp_arrow.wav
end
108
4
lp_water.wav
end
31
4
lp_scorpiona.wav
end
130
4
lp_croc.wav
end
end
// Leave this here please!
/*
Mappings from character animations to sound effects
Types:
0 Player with full animation range
1 Multiplayer character
2 Enemy
3 Character
Format:
object name
type
wave file name
end
...
...
...
| The Frogger series | |
|---|---|
| Arcade | Frogger |
| Magnavox Odyssey² | Frogger |
| Atari 5200, Atari 8-bit family | Frogger • Frogger II: Threeedeep! |
| Mac OS Classic | Frogger |
| Game Gear | Frogger |
| PlayStation | Frogger • Frogger 2: Swampy's Revenge |
| PlayStation 2 | Frogger: The Great Quest (Prototype) • Frogger Beyond |
| Windows | Frogger (Prototype) • Frogger 2: Swampy's Revenge • Frogger: The Great Quest • Frogger Beyond |
| Genesis | Frogger |
| SNES | Frogger |
| Game Boy (Color) | Frogger • Frogger 2: Swampy's Revenge |
| Nintendo 64 | Frogger 2 |
| Dreamcast | Frogger 2: Swampy's Revenge |
| Game Boy Advance | Frogger Advance: The Great Quest • Frogger's Adventures 2: The Lost Wand |
| Nintendo DS | Helmet Chaos • My Frogger: Toy Trials |
| GameCube | Frogger Beyond |
| WiiWare | Frogger Returns |
| DSiWare | Frogger Returns |
| Xbox | Frogger Beyond |
Cleanup > To do
Games > Games by content > Games with hidden development-related text
Games > Games by developer > Games developed by Blitz Games
Games > Games by developer > Games developed by Game Titan
Games > Games by platform > PlayStation games
Games > Games by publisher > Games published by Hasbro Interactive
Games > Games by release date > Games released in 2000
Games > Games by series > Frogger series