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
;