Frogger 2: Swampy's Revenge (PlayStation, Windows, Dreamcast)
Frogger 2: Swampy's Revenge |
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Developer: Blitz Games[1] This game has unused areas. This game has a development article This game has a prerelease article |
Swampy, one of many crocodiles Frogger's jumped on over the years, decides to take out his anger by kidnapping Frogger's girlfriend Lily's several younger siblings.
To do:
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Contents
Sub-Pages
Development Info |
Prerelease Info |
Unused Graphics
TITLES.SPT
An early iteration of the game's logo, as well as Team Spirit and Interactive Studio's logos.
Windows
The Windows version contains two unused water textures in \textures\procdata.
Dreamcast
Early Logo
FROGGER2.PVR (frogger2.bmp) is an early version of the game's logo. It looks like the the previous game's logo with a 2 slapped on.
EU Screens
The North American Dreamcast release has loading screens for a European version, but the Dreamcast version wasn't released in Europe, making these go unused. However, a retail/master European version using these loading screens was submitted to Sega of Europe for approval. This build is documented at Hidden Palace. The title screen has a different logo, and the loading screen is entirely different.
Mullard is my Daddy Easter Egg
The PC version contains a strange easter egg. If you create an empty file at the path m\u\l\l\a\r\d\is_my_daddy.txt, the sound made when a player croaks changes from frogcroak.wav (self-explanatory) to an otherwise unused sound named mullard.wav (a distorted, echoing voice clip of an unknown individual yelling "MULLARD!"). This is likely a reference to Kevin Mullard, the game's producer.
frogcroak.wav | mullard.wav |
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This change was added on August 31st 2001 by James Hubbard, one day before the first PC master was made. It is unknown what the story is behind this easter egg.
Debug Options
In-game Editor
Debug PC builds (many of the prototype builds) contain an in-game editor which can be opened with F10. This editor was used to control enemy placements and other data contained in the .DAT files.
To do: Add a screenshot |
Unused Level Collision Geometry
To do: Search the game's file system. See if we can open the test environments (test1-6.col, sub1-4.col, etc) and boss environments (spaceboss.col, subboss.col, etc) left in the game. |
\collision on the Windows version has multiple entries for unused test environments. Not only are there test environments left on the disc, there seems to be files named subboss.col, spaceboss.col, halloweenbossb.col, and others that hint that boss fights were initially planned for the game.
Note: These collision entries also have matching scenics files that match up by name just like the other levels in the game.
Unused Video
Atari Logo
The file ATARIS.SFD appears in the "FMV" folder alongside the other FMV cutscenes and company logos in the Dreamcast release. It features the Hasbro-era Atari sequence. The title was originally meant to be released under the Atari banner, but it went under the standard Hasbro Interactive branding instead, so this file goes unused.
Unused Text
tty debug console
The tty console displays a lot of chatter. The following is from booting through a playthrough of the training level on US PlayStation release.
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 many debug/dev related strings, some of which are shown below.
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.......................................... ... ... ... 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 ... ... ... 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 ... ... ... 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 ? ... ... ... 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) ... ... ... Levelname Goes in here ----------------------- 00: 00: ... ... ... 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
The PlayStation build contains a file called FROGGER.DAT. This file contains a few interesting oddities such as the Makefile for Chicken Run, an executable called vagmake.exe, and a preprocessed header file. Some of which are shown below.
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! ---------------------------------------------------- ... ... ... 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 ... ... ... 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 ... ... ... 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 ... ... ... 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! ... ... ... # # 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 ... ... ...
References
The Frogger series
| |
---|---|
Arcade | Frogger |
Magnavox Odyssey² | Frogger |
Atari 5200, Atari 8-bit family | Frogger • Threeedeep! |
Mac OS Classic | Frogger |
Game Gear | Frogger |
Genesis | Frogger |
NES | Frogger |
SNES | Frogger |
PlayStation | Frogger (Prototypes) • Frogger 2: Swampy's Revenge |
Dreamcast | Frogger 2: Swampy's Revenge |
Windows | Frogger (Prototype) • Frogger 2: Swampy's Revenge • The Great Quest • Frogger Beyond |
Game.com | Frogger |
Game Boy Color | Frogger • Swampy's Revenge |
Nintendo 64 | Frogger 2 |
Game Boy Advance | The Great Quest • The Lost Wand • The Forgotten Relic |
GameCube, Xbox | Frogger Beyond |
PlayStation 2 | The Great Quest • Frogger Beyond |
Nintendo DS | Helmet Chaos • Toy Trials |
Xbox 360 | Frogger 2 (Prototype) |
WiiWare | Frogger Returns |
DSiWare | Frogger Returns |
- Games developed by Blitz Games
- Games published by Hasbro Interactive
- PlayStation games
- Windows games
- Dreamcast games
- Games released in 2000
- Games released in September
- Games released on September 21
- Games released in October
- Games with unused areas
- Games with unused code
- Games with hidden developer messages
- Games with hidden development-related text
- Games with unused graphics
- Games with unused cinematics
- Games with unused music
- Games with unused sounds
- Games with unused text
- To do
- Frogger series
Cleanup > To do
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 unused areas
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused code
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Blitz Games
Games > Games by platform > Dreamcast games
Games > Games by platform > PlayStation games
Games > Games by platform > Windows games
Games > Games by publisher > Games published by Atari, SA > Games published by Atari Interactive > Games published by Hasbro Interactive
Games > Games by release date > Games released in 2000
Games > Games by release date > Games released in October
Games > Games by release date > Games released in September
Games > Games by release date > Games released in September > Games released on September 21
Games > Games by series > Frogger series