SpongeBob's Truth or Square (Wii)

SpongeBob's Truth or Square is a game based off the TV special of the same name. The game was made by Heavy Iron Studios, the same company behind SpongeBob SquarePants: Battle for Bikini Bottom and The SpongeBob SquarePants Movie, and was clearly made on a really low budget – lots of textures and models are recycled from those games, while the game's soundtrack consists of either recycled music or tracks from the show.

Weird Outside Text
Present outside SpongeBob's house are letters and numbers floating in the middle of empty space.

1&times;1&times;1 Cube
A 1&times;1&times;1 cube.

Unused .ini Files
There are a bunch of .ini files that are no longer used by the game, as they've been "absorbed into the GoodEditor".

sb09.ini

 * 1)               This file will be going away "soon" by being absorbed into the GoodEditor.
 * 2) Wii sb09.ini

PATH=.
 * 1) BOOT = /sb09/Levels_Test/Levels_ST99/ST99
 * 2) BOOT = /sb09/Levels_Diorama/Level_DRB1/DRB1
 * 3) BOOT = /Shared_Levels/TART
 * 4) BOOT = /SB09/Levels_User/Level_ZZKP/ZZKP
 * 5) BOOT = /SB09/Levels_Test/SBWF

BOOT = /SB09/Levels/SL01

SuperSoaker = 0 AudioMasher = 0 MenuMasher = 0 SoakStatisticsMode = 1

SoakLevels = /SB09/Levels/SL01 /SB09/Levels/SL02 /SB09/Levels/SL03 /SB09/Levels/SL04 /SB09/Levels/SL05 /SB09/Levels/SL06 /SB09/Levels/SL07 /SB09/Levels/SL08 /SB09/Levels/SL09 /SB09/Levels/SBB1 /SB09/Levels/SBB2 /SB09/Levels/SBB3 /SB09/Levels_Test/ZTE1 /SB09/Levels_Test/ZTE2 /SB09/Levels_Test/ZTE3 /SB09/Levels_Test/ZTE5 /SB09/Levels_Test/ZTF1 /SB09/Levels_Test/ZTF2 /SB09/Levels_Test/ZTI1 /SB09/Levels_Test/ZTI2 /SB09/Levels_Test/ZTI3 /SB09/Levels_Test/ZTI4 /sb09/Levels_Diorama/Level_DBB1/DBB1 /sb09/Levels_Diorama/Level_DHB1/DHB1 /sb09/Levels_Diorama/Level_DKF1/DKF1 /sb09/Levels_Diorama/Level_DRB1/DRB1
 * 1) All levels

/SB09/Levels/SL08 /SB09/Levels/SL09 /SB09/Levels/SBB1 /SB09/Levels/SBB2 /SB09/Levels/SBB3 /SB09/Levels_Test/ZTE1 /SB09/Levels_Test/ZTE2 /SB09/Levels_Test/ZTE3 /SB09/Levels_Test/ZTE5 /SB09/Levels_Test/ZTF1 /SB09/Levels_Test/ZTF2 /SB09/Levels_Test/ZTI1 /SB09/Levels_Test/ZTI2 /SB09/Levels_Test/ZTI3 /SB09/Levels_Test/ZTI4 /sb09/Levels_Diorama/Level_DBB1/DBB1 /sb09/Levels_Diorama/Level_DHB1/DHB1 /sb09/Levels_Diorama/Level_DKF1/DKF1 /sb09/Levels_Diorama/Level_DRB1/DRB1
 * 1) SoakLevels = /SB09/Levels/SHUB /SB09/Levels/SL01 /SB09/Levels/SL02 /SB09/Levels/SL03 /SB09/Levels/SL04 /SB09/Levels/SL05 /SB09/Levels/SL06 /SB09/Levels/SL07

DumpCutsceneList = TL95 1 DumpCutscene = 0 ForceCutscene = 0 NoCutscenes = 0 SkippableCutScenes = 0 OptionSubtitles = 0
 * 1) dump Bink

EnableLetterboxDuringCinematic = 0
 * 1) FMV Settings

DumpCinematics = 0 DumpCinematicsFilePrefix = Cinematic_Dump_ANIM_ DumpCinematicsFrameRate = 30 ShowTimecodeDuringCinematics = 1
 * 1) Cutscene frame dump settings

ShowMenuOnBoot = 1

ScrFxLetterBoxSize = 50 ScrFxLetterBoxAlpha = 255

VideoSystemAutoDetect  = 0 VideoSystem = NTSC

option_vibration_p1 = 1

DefaultRegion = EN_US DemoType = 0 NoMovies = 0 EnableHelperAI = 1 EnableDebugControls = 1 EnableFriendlyFly = 0 AllowMasterCheats = 1 SkippableAssert = 1 SkipAsserts = 0 EnableRealTimeUpdate = 1 EnableHUD = 1 SkipAnimViewer = 0 NoDamage = 0 NoSoundFX = 0 NoMusic = 0 EnableOneLiner = 0 vertexPoolSizeInMB = 0 UseFileCache = 1


 * 1) Level Progression.  Levels are assumed to be loaded in this order.  The player will
 * 2) resume at the deepest level reached.

LevelProgression = /sb09/levels/SHUB LevelProgression = /sb09/levels/SL01 LevelProgression = /sb09/levels/SL02 LevelProgression = /sb09/levels/SL03 LevelProgression = /sb09/levels/SBB1 LevelProgression = /sb09/levels/SL04 LevelProgression = /sb09/levels/SL05 LevelProgression = /sb09/levels/SL06 LevelProgression = /sb09/levels/SBB2 LevelProgression = /sb09/levels/SL07 LevelProgression = /sb09/levels/SL08 LevelProgression = /sb09/levels/SL09 LevelProgression = /sb09/levels/SBB3

[Scene Dependencies] SceneDependency = /sb09/Levels_Loading/LD01, SL01 SceneDependency = /sb09/Levels_Loading/LD02, SL02 SceneDependency = /sb09/Levels_Loading/LD03, SL03 SceneDependency = /sb09/Levels_Loading/LD04, SL04 SceneDependency = /sb09/Levels_Loading/LD05, SL05 SceneDependency = /sb09/Levels_Loading/LD06, SL06 SceneDependency = /sb09/Levels_Loading/LD07, SL07 SceneDependency = /sb09/Levels_Loading/LD08, SL08 SceneDependency = /sb09/Levels_Loading/LD09, SL09 SceneDependency = /sb09/Levels_Loading/LDB1, SBB1 SceneDependency = /sb09/Levels_Loading/LDB2, SBB2 SceneDependency = /sb09/Levels_Loading/LDB3, SBB3 SceneDependency = /sb09/Levels_Loading/LDSP, SHUB

[Debug Portals] DebugPortalTo = /SB09/Levels/SHUB DebugPortalTo = /SB09/Levels/SL01 DebugPortalTo = /SB09/Levels/SL02 DebugPortalTo = /SB09/Levels/SBB1 DebugPortalTo = /SB09/Levels/SL04 DebugPortalTo = /SB09/Levels/SL05 DebugPortalTo = /SB09/Levels/SL06 DebugPortalTo = /SB09/Levels/SBB2 DebugPortalTo = /SB09/Levels/SL07 DebugPortalTo = /SB09/Levels/SL08 DebugPortalTo = /SB09/Levels/SBB3

[ScenePlayerMapping] ScenePlayerMappingDefault = PLYS PLYP
 * 1) All scenes use these players unless specified below

ScenePlayerMapping = SBB3 PLYS ScenePlayerMapping = TART PLYS ScenePlayerMapping = ZZKP PLYB PLYT ScenePlayerMapping = SBWF PLYB PLYT
 * 1) ScenePlayerMapping  = SHUB PLYH PLYH

[ColonyItems]
 * 1) Scene, Toll requirement, Total

[SceneBonus]
 * 1) the right-hand-side is LEVLENAME,EXPERIENCE_BONUS,PARR_BONUS

[Misc] minVSyncCnt = 1 SceneBaseName = UI TXT SCENE SceneBaseDescription = UI TXT DESCRIPTION SceneBaseImage = UI IMAGE SCENE G.AnalogMin = 32 G.AnalogMax = 110 G.HitPoints = 100 G.DamageInvincibility  = 1.25 G.Gravity          = -19.6 DebugMode = 1 ForceMono = 0 UnlockAll = 1 ScreenDumpPath = C:\SB09\ScreenShots\ PlaybackMode = 0
 * 1) PS2 Profiler ####
 * 2) Profiling options:
 * 3) '1'
 * 4) '2'
 * 5) - function level profiling
 * 6) '3'
 * 7) - assembly level profiling for specified routines
 * 8) - For each of the following ProfFunc* use the full name of the
 * 9)   function/method to profile. (eg, hot spots identified by profile level 2)
 * 10) - NOTE: 'X' and 'Circle' buttons are reserved in profiler mode
 * 11) - ALSO: Debug controller 'Start' resets profile tracking
 * 12) Profile           = 2
 * 13) ProfFuncTriangle  = IntersectBranch
 * 14) ProfFuncSquare    = IntersectLeaf
 * 15) ProfFuncUp        =
 * 16) ProfFuncDown      =
 * 17) ProfFuncLeft      =
 * 18) ProfFuncRight     =

// 0 = no MSAA, 2 = 2x MSAA, 4 = 4x MSAA MSAAType = 2 EnableWiiTTY = 0 EnableWiiHavokVDB = 0 EnableWiiScreenshots = 1

VertexThresholdForL1Alert = 130000 VertexThresholdForL2Alert = 350000
 * 1) Maximum Vertices that a scene can have. Above these thresholds,
 * 2) in-game visual asserts are triggered.

RemoveAllDebugData = 0

oneliner.ini

 * 1) tuning values for the event one liner.  all strings are non-case
 * 2)  sensitive
 * 3) file format
 * 4)  * tuning values for the one liner system
 * 5)  * list of events by sections
 * 6) tuning values for one liner system
 * 7)  "doNotRepeatIteration" - this allows the same one liner to play again
 * 8) 		only if the number of other one liners indicated by this
 * 9) 		value have already been played. the maximum is set to 5
 * 10) 		in code
 * 11) sections - order does not matter.
 * 12)  [ ] - must match the FMOD event name.  the game will
 * 13) 		only use the first 32 characters in the name. the rest
 * 14) 		will be ignored.
 * 15)    "priority" - can be "high", "medium", or "low".  default is "medium"
 * 16)    "initDelayPlayTime - specifies on game start when is the ealiest
 * 17) 		that this event can be played. the code will read two
 * 18) 		floating point values separated by a comma and randomly
 * 19) 		pick a time in between them. default is 0 to 2 seconds.
 * 20)    "delayRepeatInterval" - specifies when the same one liner can be
 * 21) 		repeated. this also take two values.
 * 1) 		floating point values separated by a comma and randomly
 * 2) 		pick a time in between them. default is 0 to 2 seconds.
 * 3)    "delayRepeatInterval" - specifies when the same one liner can be
 * 4) 		repeated. this also take two values.

doNotRepeatIteration = 1

[idle] priority = low initDelayPlayTime = 3, 5 delayRepeatInterval = 15,30

[killed_enemy] priority = medium initDelayPlayTime = 1.5, 2.1 delayRepeatInterval = 2, 4

[soup_station_good_move] priority = medium initDelayPlayTime = 1.5, 2.1 delayRepeatInterval = 2, 4

[soup_station_bad_move] priority = medium initDelayPlayTime = 1.5, 2.1 delayRepeatInterval = 2, 4

[chaser_skinner_mk] priority = medium initDelayPlayTime = 1.5, 2.1 delayRepeatInterval = 6, 10

[chaser_skinner_kd] priority = medium initDelayPlayTime = 1.5, 2.1 delayRepeatInterval = 6, 10

[chaser_skinner_kn] priority = medium initDelayPlayTime = 1.5, 2.1 delayRepeatInterval = 6, 10

[chaser_mabel_mb] priority = medium initDelayPlayTime = 1.5, 2.1 delayRepeatInterval = 6, 10

[chaser_linguini_ct] priority = medium initDelayPlayTime = 1.5, 2.1 delayRepeatInterval = 6, 10

boot.ini
// Autogenerated by the GoodEditor // Date: 4/7/2008 12:38:19 PM // Author: brandon.booth

//RootMST = /WALE/Levels_Wii/Level_WA41/WA41.ho //FirstDomain = /WALE/Levels_Wii/Level_WA41/WA41

// Region code is EN_US Region = 1033

// WiiPC Memory Limitations (in MB) // Use '0' to disable. // MEM1Max must be reduced by the size of the elf // MEM2Max must be reduced by 12MB for system memory and also DynaMem. MEM1Max = 0 MEM2Max = 0 DynaMemMax = 0

[Options] EnableWiiTTY = 0 EnableWiiHavokVDB = 0 EnableWiiScreenshots = 0 NoMovies = 0 NoCutscenes = 0 NoMusic = 0 NoSoundFX = 0 ShowMenuOnBoot = 1 NoDamage = 0 LockFramerate = 30