https://files.catbox.moe/95jeq3.zip
Here's some unreleased source code for Frogger (1997)
It's incomplete, but some of it builds.
===Build Dependencies===
---Windows 95---
Microsoft Visual C++ 4.0 or 4.2
Microsoft DirectX 5 SDK
Psygnosis Psy-Q PSX Toolchain
---PSX---
Psygnosis Psy-Q PSX Toolchain
===Known Problems With Solutions (Incomplete)===
Missing Symbols:
main.c
suburbia.c
mapdisp.c
Preprocessor:
LIBGTE.H (PSYQ PSX Library)
#pragma warning (default : 4226)
Definitions:
Un-defined C Data Types In Microsoft Visual C++ 4.0
"long long" is not defined In Microsoft Visual C++ 4.0 Must Replace With Data Type "__int64"
Un-denfined C Macros In Microsoft Visual C++ 4.0
"__FUNCTION__"
Errors:
error C2371: redefinition: different basic types
The functions: "rand", "srand" are defined in the source code, and "RECT" is defined in the PSX library.
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neat
I was obsessed with this game as a kid
me too
i dont think it was very good but i definitely played it a lot
Hopefully there's at least some entertaining stupidity in the source code.
The FMVs location are hardcoded to load form the CD. Same with the music.
I was hoping more along the lines of Nick being told to take a course in boolean algebra, but yeah, that's moronic.
MAIN.C - Line 324
stack_safety = 0xBEEFBABE;
beef babe
In one of the header files, 0xDEADBEEF exists for an appropriately defined purpose.
I heard about this like 5-6 years ago. Nice to see it finally leave the hoarder's mitts even if it's such a bad game.
So I’m not just complete ass at this game? Was it that brutal?
Its difficulty is ungodly.
Can't beat it without savestates.
Some parts you need to be almost frame perfect.
It's a certified classic pleb filter, but it's not a bad game.
The difficulty is scaled to the level of devs that got too good at their own game and still wanted a challenge.
You have to have that in mind when you play it, which means
>learn locations one at a time
>play consistently and look for good starting patterns as if you were speedrunning, most timers are reset to an identical starting state after each death
>learn and practice timings, mechanics, and bee-haviors until you know what needs to be done and how, sometimes it's like a puzzle
>asses risk levels and route starting with the hardest/most unreliable, don't expect a win if you can't even get the hardest one or the easiest three with lives to spare
>get gud
It should become obvious, but beating every level is not required nor is it the main objective of the game, some of the hardest levels are optional.
First two replies are babbys, don't listen to them
oh something else I forgot
>later in the game there is often one single correct camera angle for different sections, and you have to know what it is and switch to it if you want to see what the frick you're doing
bonus protip: You can grind for lives then switch levels if you already beat the level, I found the bees stage was the easiest to do it at, but I don't recommend actually doing it until you know a stage inside and out. You need to learn the stage and practice or you'll get drained like a succubus summoner no matter how many lives you have
That works until you get to:
Frogger Goes Skiing, Airshow Antics, & Uncanny Crusher
Those are tougher levels and have gimmicks but the overall strategy for finishing them isn't essentially different. Uncanny Crusher is a particularly difficult fricker but technically beating it is optional and you just need to clear its toughest obstacle once to progress. Camera control is absolutely mandatory.
Frogger Goes Skiing is what made me drop the game.
it's not too late to get gud
its very difficult
iirc thats how i came to own my copy. my friend fricking hated it so he just gave it to me
Fairly certain RNG cycles can make some levels impossible. Also insanely janky movement due to lag and change in Z-axis. It's fricked.
Source on rng? PS1 version I played was practically clockwork. No idea what you mean by the other stuff either
No source and maybe I'm wrong, but cycles did not seem to line up consistently at spawn where nothing I could've done could've broke them up
I finally beat this game this year since I never could as a kid, and some of the levels are brutal. Frick Uncanny Crusher and Big Boulder Alley in particular.
>Big Boulder Alley
I felt so dumb after beating that level. If you watch a speedrun, you'll see there's a fricking baby mode route you can take. You dont have to go that weird path in the bottom right corner, that path is useless
That's pretty interesting. I'll have to look it up.
what the frick
well I guess that makes us hardmode big boulder veterans
Git gud
cool
Does this have anything to do with the frogger development backups that were teased about a year ago?
This source has been hoarded for at least 6 years, see
https://www.psxdev.net/forum/viewtopic.php?t=1343
Makes me wonder what else is being hoarded right now
according to the frogger discord they spent months on a data tape and are working on getting audio projects playable using old sound hardware.
allegedly it's about 100GB and coming soon maybe this is part of it?
hasn't that been "coming soon" for a while now
It was meant to come out last year but an incompetent data recovery company fricked the tape up. It took months for the guy from the frogger discord to get data off of it apparently
For He's back or this
The data tapes for the second one also has the repository back ups for Glover.
>The data tapes for the second one also has the repository back ups for Glover.
I was thinking of the frogger 2 backups actually
kek the zip gets flagged as a virus in chrome
chrome is a virus
I heard the word Black person is in the source code
Be honest, OP.
You watched that YouTube video, and decided that a thread should be made about the game, didn't you?
>You watched that YouTube video
nobody knows what video you're talking about
Okay, have your frickin teehee:
the frick does some random guy's low-view 3 year old video have to do with this thread
>low-view video
fascinating metric you've got there.
guess modern vintage gaylord is just as much a random guy, huh?
245k isn't exactly major
seethe
For the right audience, it's significant.
You're probably accustomed to LGBT Kek Tips luring millions who're twinkle-toed wienersuckers that upload videos showcasing Arch installation speedruns and boot times while wearing 'programming socks'.
substance vs. sustenance - know the difference.
from an objective viewpoint 245k is low for a channel of that size
>showcasing Arch installation speedruns and boot times
I think you mixed up Linux Tech Tips for Luke Smith
moron
Why yes I did, how could you tell?
What does a 3 year old video about someone without access to the source code have to do with this thread where source code is posted? You legit have a two digit IQ.
>You legit have a two digit IQ.
Your IQ occupies the least significant bit, and nothing more.
Cool, now leak Pac-Man Ghost Zone source. Thats hoarded too.
Or you could just buy it. The guy who had that build is selling his shit now
Is it this
https://archive.org/details/pac-man-ghost-zone-june-9-1997-e3-demo
Nope. That was just a video shown at E3. There was a playable build out there but the person who has it is hoarding it
My bad I didn't even see that.
Has anyone tried reaching out to the original programmers, and see if they have a build or any source code they can share.
If anyone has Linkedin, here's a de v that worked on the game:
William Anderson
https://www.linkedin.com/in/magicbydesign
Namco USA Graphic
Manager of Design / Producer
Namco USA
Mar 1996 - Sep 1997 1 year 7 months
"I joined Namco USA as Manager of Design responsible for coming up with new concepts for the company and handle the transition and staffing of the studio from PC/Sega Saturn development to Sony Playstation development. I was also responsible for evaluating outsourcing companies and in-coming products for the company.
* Responsible for converting studio to PSX Development.
* Produced 6 New Namco concepts in 3 months.
* Helped to evaluate outside studios for Namco.
* Helped to secure Treasures of the Deep from Black-Ops.
>* Lead Game Designer on Pac-Man Ghost Zone.
* Managed production funding approval.
* Managed a production staff of 17.
* Help to design world builder tool for project.
* Namco Japan's consultant to Rhythm and Hughes"
where assets
It's missing but the final asset package "FROGPSX.MWD" can be used
ok
what about the easewad and buildwad things
already compiled a list and reached out to all of them ages ago, they either don't have it or are dead
Here's Dave Shelley's Profile: https://www.linkedin.com/in/david-shelley-3151586
"Producer
Namco Hometek
1994 - 1997 3 years"
I'll keep looking too.
buildwad is a script for building the package.
but how do you actually run them
you dont, cant build the game without assets
doesn't build anyway because of frogvram.h and frogpsx.h being missing