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SpongeBob's Truth or Square (Wii, Xbox 360)
SpongeBob's Truth or Square |
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Developer:
Heavy Iron Studios
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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. An early teaser of the original version of the game exists.[1]
Contents
Debug Mode
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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.
Be sure to use a Classic Controller.
- Toggle No-Clip: Minus
- Fly Up: X
- Fly Down: Y
- Speed Up: Left Analog Trigger
Level Select
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.
Unused Models
1×1×1 Cube
A 1×1×1 cube.
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.
Unused Textures
Coin
An early coin texture found somewhere offscreen in Rock Bottom.
Wall-E
A leftover from Wall-E, Heavy Iron's previous game.
Unused Sounds
Filename | Audio | Notes |
---|---|---|
revbtest.wav.genh | A test sound. | |
bark_01.wav.genh | A dog barking. | |
temp.wav.genh | A splatting sound. | |
SPWN_place_holder.wav.genh | A placeholder spawning 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.
leftovers from Battle For Bikini Bottom
If you were to move the camera (boundary breaking) and go to a certain area of the background for Fun Times Jellyfishing With Patrick, Spongebob's, Patrick, And Squidward's house's from Battle for Bikini Bottom are used in the background, it is considered left over.
- Games developed by Heavy Iron Studios
- Games published by THQ
- Wii games
- Xbox 360 games
- Games released in 2009
- Games with hidden development-related text
- Games with unused graphics
- Games with unused models
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with hidden level selects
- Stubs
- To do
- SpongeBob SquarePants series
Cleanup > Stubs
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with hidden level selects
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Heavy Iron Studios
Games > Games by platform > Wii games
Games > Games by platform > Xbox 360 games
Games > Games by publisher > Games published by THQ
Games > Games by release date > Games released in 2009
Games > Games by series > SpongeBob SquarePants series