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SpongeBob's Truth or Square (Wii, Xbox 360)

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Title Screen

SpongeBob's Truth or Square

Developer: Heavy Iron Studios
Publisher: THQ
Platforms: Wii, Xbox 360
Released in US: October 26, 2009
Released in EU: December 2009


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
  • There is a lot out of bounds. We also need to document the debug mode.

SpongeBob's Truth or Square is a game based off the tenth anniversary 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. This is mainly because Truth or Square was intended to be a presumably higher-quality successor to Battle for Bikini Bottom and The SpongeBob SquarePants Movie called SpongeBob SquarePants: Happiness Squared, only for Nickelodeon to step in and force Heavy Iron to retool the game to tie in with the TV special, rushing development to ensure that it would release soon enough to be relevant to the latter. An early teaser of the original version of the game exists.[1]

Debug Mode

Hmmm...
To do:
  • Experiment more! There might be more to do with the debug mode.

It's possible to trigger a debug mode by editing "SB09.ini". You will have to change three values in the game in order to see results. You have to change EnableDebugControls, EnableFriendlyFly, and AllowMasterCheats values to 1 rather than 0 in a text editor. Then, you will need to scroll down quite a bit until you see "DebugMode". It will not have a value assigned to it. Press space and add a 1 (again, in a text editor.)

Debug Controls

The only known debug command is to noclip. The game will rather rudely call you a cheater, and you can fly around any map.

The text that says "Player #0 is a cheater. Flying"

Be sure to use a Classic Controller.

  • Toggle No-Clip: Minus
  • Fly Up: X
  • Fly Down: Y
  • Speed Up: Left Analog Trigger
(Source: Hoon on Twitter & Hoon on Twitter)

Unused Graphics

Outside Text

2B1456B278B3

Present outside SpongeBob's house are letters and numbers floating in the middle of empty space. Touching these grants access to most levels in the game through the scrapbook.

If you find a way to get inside of Mermaid Man upstairs of SpongeBob's house, the camera angle changes, and you can see the letters.

(Source: [1])

Unused Models

1×1×1 Cube

Sbtos 1x1x1cube.png

A 1×1×1 cube.

Dolphin 5.0 JIT64 DC Direct3D 11 HLE FPS 30 - VPS 60 - 100% 10 23 2019 8 59 41 PM.png

Strangely, this IS used in Fun Times Jellyfishing with Patrick, likely due to an oversight.

Error

Close to the ending of Becoming a Fry Cook!!! is an error model. It's unknown what model the error was trying to use.
Sbtos-Error.PNG

Unused Textures

Coin

Sbtos earlycoin.png

An early coin texture found somewhere offscreen in Rock Bottom.

Wall-E

Sbtos walle.png

A leftover from Wall-E, Heavy Iron's previous game.

Unused Sounds

Filename Audio Usage
revbtest.wav.genh
A test sound.
bark_01.wav.genh
A dog barking.
temp.wav.genh
A temporary sound.

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

##               This file will be going away "soon" by being absorbed into the GoodEditor.
## Wii sb09.ini

PATH=.
#BOOT = /sb09/Levels_Test/Levels_ST99/ST99
#BOOT = /sb09/Levels_Diorama/Level_DRB1/DRB1
#BOOT = /Shared_Levels/TART
#BOOT = /SB09/Levels_User/Level_ZZKP/ZZKP
#BOOT = /SB09/Levels_Test/SBWF

BOOT = /SB09/Levels/SL01

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

# All levels
SoakLevels = /SB09/Levels/SL01 /SB09/Levels/SL02 /SB09/Levels/SL03 /SB09/Levels/SL04 /SB09/Levels/SL05 <br> /SB09/Levels/SL06 /SB09/Levels/SL07 /SB09/Levels/SL08
/SB09/Levels/SL09 /SB09/Levels/SBB1 <br> /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

# 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
/SB09/Levels/SL08 /SB09/Levels/SL09 /SB09/Levels/SBB1 <br> /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

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

# FMV Settings
EnableLetterboxDuringCinematic = 0

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

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

# Level Progression.  Levels are assumed to be loaded in this order.  The player will
# 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]
# All scenes use these players unless specified below
ScenePlayerMappingDefault = PLYS PLYP

# ScenePlayerMapping  = SHUB PLYH PLYH
ScenePlayerMapping  = SBB3 PLYS
ScenePlayerMapping  = TART PLYS
ScenePlayerMapping  = ZZKP PLYB PLYT
ScenePlayerMapping  = SBWF PLYB PLYT

[ColonyItems]
# Scene, Toll requirement, Total

[SceneBonus]
# 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
#### PS2 Profiler ####
# Profiling options:
# '1'
# '2'
# - function level profiling
# '3'
# - assembly level profiling for specified routines
# - For each of the following ProfFunc* use the full name of the
#   function/method to profile. (eg, hot spots identified by profile level 2)
# - NOTE: 'X' and 'Circle' buttons are reserved in profiler mode
# - ALSO: Debug controller 'Start' resets profile tracking
#Profile            = 2
#ProfFuncTriangle   = IntersectBranch
#ProfFuncSquare     = IntersectLeaf
#ProfFuncUp         =
#ProfFuncDown       =
#ProfFuncLeft       =
#ProfFuncRight      =

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

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

RemoveAllDebugData = 0

oneliner.ini

#########################################################################
# tuning values for the event one liner.  all strings are non-case
#  sensitive
#
# file format
#  * tuning values for the one liner system
#  * list of events by sections
#
# tuning values for one liner system
#  "doNotRepeatIteration" - this allows the same one liner to play again
#		only if the number of other one liners indicated by this
#		value have already been played.  the maximum is set to 5
#		in code
#
# sections - order does not matter.
#  [<name of the event>] - must match the FMOD event name.  the game will
#		only use the first 32 characters in the name.  the rest
#		will be ignored.
#    "priority" - can be "high", "medium", or "low".  default is "medium"
#    "initDelayPlayTime - specifies on game start when is the ealiest
#		that this event can be played.  the code will read two
#		floating point values separated by a comma and randomly
#		pick a time in between them.  default is 0 to 2 seconds.
#    "delayRepeatInterval" - specifies when the same one liner can be
#		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

Console Differences

The Wii and Xbox 360 versions are surprisingly similar to each other. This is likely because the game was originally going to be released on PS2, but was cancelled and probably replaced with the Xbox 360 port. The voice clips are lower quality in the Wii version though.