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Frogger 2: Swampy's Revenge (PlayStation)









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Frogger 2: Swampy's Revenge (PlayStation)



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Title Screen


Frogger 2: Swampy's Revenge

Developers: Blitz Games,
Game Titan
Publisher:
Hasbro Interactive
Platform:
PlayStation
Released in US: October 1, 2000
Released in EU: December 2000




DevTextIcon.png This game has hidden development-related text.






Contents




  • 1 Debug/Dev Text


    • 1.1 tty debug console


    • 1.2 SLUS_011.72


    • 1.3 FROGGER.DAT






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: TEXTURESMEMCARD.SPT
READ FILE: FONT12.FON
READ FILE: LANGUAGE.TXT
small game text = 8481
WorldID Is : -1
READ FILE: SFXSYSTEMSFX.SBH
READ FILE: SFXSYSTEMSFX.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 1S.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 : TEXTURESGENERIC.SPT
READ FILE: TEXTURESGENERIC.SPT
READ FILE: SFXFROGGERSFX.SBH
READ FILE: SFXFROGGERSFX.SBB
WorldID Is : 8
READ FILE: SFXFRONTENDSFX.SBH
READ FILE: SFXFRONTENDSFX.SBB
READ FILE: STAKFILESFRONTEND.STK
READ FILE: STAKFILESGENERIC.STK
STACK FILE: START.COL
STACK FILE: START.SCE
World Object Not Found
STACK FILE: GENERIC.PIL
READ FILE: STAKFILESFROGGER.STK
STACK FILE: FROGGER.PIL
FileName : TEXTURESHUB.SPT
READ FILE: TEXTURESHUB.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 : TEXTURESGENERIC.SPT
READ FILE: TEXTURESGENERIC.SPT
READ FILE: SFXFROGGERSFX.SBH
READ FILE: SFXFROGGERSFX.SBB
WorldID Is : 8
READ FILE: SFXFRONTENDSFX.SBH
READ FILE: SFXFRONTENDSFX.SBB
READ FILE: STAKFILESTRAINING.STK
READ FILE: STAKFILESGENERIC.STK
STACK FILE: MULTISEL.COL
STACK FILE: MULTISEL.SCE
World Object Not Found
STACK FILE: GENERIC.PIL
READ FILE: STAKFILESFROGGER.STK
STACK FILE: FROGGER.PIL
FileName : TEXTURESHUB.SPT
READ FILE: TEXTURESHUB.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 2S.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 : TEXTURESGENERIC.SPT
READ FILE: TEXTURESGENERIC.SPT
READ FILE: SFXFROGGERSFX.SBH
READ FILE: SFXFROGGERSFX.SBB
WorldID Is : 0
READ FILE: SFXGARDENSFX.SBH
READ FILE: SFXGARDENSFX.SBB
READ FILE: STAKFILESGARDEN1.STK
READ FILE: STAKFILESGENERIC.STK
STACK FILE: GARDEN1.COL
STACK FILE: GARDEN1.SCE
World Object Not Found
STACK FILE: GENERIC.PIL
READ FILE: STAKFILESFROGGER.STK
STACK FILE: FROGGER.PIL
FileName : TEXTURESGARDEN.SPT
READ FILE: TEXTURESGARDEN.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.





Hmmm...

To do:
Create a subpage with all the debug/dev related text.




Hmmm...

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 TEXTURESMEMCARD.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 -----
DEMOSRECORD-%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


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.





Hmmm...

To do:
Create a subpage with all the debug/dev related text.


...
...
...
<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!
----------------------------------------------------
...
...
...
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:psxisllibrelease
!else
OPT = -Wall -Wno-unused -DDEBUG=1 -DPALMODE=1 -DGOLDCD=0 -c -O0 -g -mgpopt -G0 -X0$80018000 -comments-c++
LIBISL = c:psxisllibdebug
!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:psxisllibrelease
!else
OPT = -Wall -Wno-unused -DDEBUG=1 -DPALMODE=0 -DGOLDCD=0 -c -O2 -mgpopt -G0 -g -X0$80018000 -comments-c++
LIBISL = c:psxisllibdebug
!endif
!endif

CCPSX = c:psxbinccpsx
DMPSX = c:psxbindmpsx
ASMPSX = c:psxbinasmpsx
PSYLINK = c:psxbinslink


#
# 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 ..cdshellgametext.txt
copy gametext.txt ..cdshell /Y
attrib +R ..cdshellgametext.txt

copy overlay1.bin ..cdbin /Y
copy overlay2.bin ..cdbin /Y


#
# SECONDARY TARGET - download and run
#

run: crtest.cpe
attrib -R ..cdshellgametext.txt
copy gametext.txt ..cdshell /Y
attrib +R ..cdshellgametext.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
...
...
...








































































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