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Frogger (Game Boy Color)

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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.

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

;