SpongeBob's Truth or Square (Wii, Xbox 360)
SpongeBob's Truth or Square |
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Developer: Heavy Iron Studios This game has unused areas. This game has a prerelease article |
To do: There are many, many more undocumented out-of-bounds items. |
SpongeBob's Truth or Square is very loosely based on the 10th Anniversary TV special of the same name.
Given the developer, it could be considered a successor to SpongeBob SquarePants: Battle for Bikini Bottom and The SpongeBob SquarePants Movie, in addition to the amount of content recycled directly from said games.
Contents
Sub-Page
Prerelease Info |
Debugging Features
Debug Mode
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.
Make 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 Mermaid Man when upstairs in SpongeBob's house, the camera angle changes, and you can see the letters.
Unused Levels
To do: Get pictures of the levels from the footage on YouTube. |
Exclusively in the Spanish version of the game are two cut levels found in the the PSP version, and are mostly as intact and playable as they were there. Given their inclusion in the PSP version and appearance in some trailers, they must have been cut late into development.
SL03.HO
"Bikini Bottom", loosely based on the Season 1 episode Culture Shock.
SL09.HO
"Krusty Krab", based on both the pilot Help Wanted and the Season 2 episode Welcome to the Chum Bucket. This level was briefly shown in the game's launch trailer.
Unused Models
Pearl
A model of Pearl found in the cut "Bikini Bottom" level. She is not animated in-game.
Checkpoint
A cut checkpoint model. The final game does not utilize specific checkpoints. The DS version uses a very similar model of this.
SpongeBot
A model of the SpongeBot from the cut "Krusty Krab" level.
Springboard Bot
A robot enemy found in the cut "Bikini Bottom" level.
1×1×1 Cube
A 1×1×1 cube.
Strangely, this can be seen 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.
Oddly enough, this was mapped to a ladder in the Mermalair, likely by mistake.
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 Videos
V109.bik
A cutscene that was probably meant to play when you use the scrapbook for the first time. Notably, SpongeBob calls Sand Mountain "Bubble Mountain" in this cutscene, despite that name not being used anywhere else in the game. It is unknown why this cutscene was removed.
V20.bik
A trailer for various SpongeBob DVDs.
Unused .ini Files
There are a bunch of .ini files that are no longer used by the game, as they were "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
While the 360 and Wii versions are near-identical to each other, there are a few differences between the two.
- The Xbox 360 version renders at 1280×720, whereas the Wii version renders at 640×480.
- The framerate is 60fps on Xbox 360, while it's stuck at 30fps on the Wii.
- Various sound effects have been downsampled on the Wii. This is most noticeable with the collection sound made by the Happiness Nuggets.
- The Xbox 360 has the FMVs rendered in widescreen, while the Wii has them rendered in fullscreen. This results in the FMVs being stretched when the Wii's display mode is set to widescreen:
Wii | Xbox 360 |
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- Pages missing developer references
- Games developed by Heavy Iron Studios
- Pages missing publisher references
- Games published by THQ
- Wii games
- Xbox 360 games
- Pages missing date references
- Games released in 2009
- Games released in October
- Games released on October 26
- Games released in November
- Games released on November 13
- Games with unused areas
- Games with hidden development-related text
- Games with unused graphics
- Games with unused models
- Games with unused cinematics
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with hidden level selects
- To do
- SpongeBob SquarePants series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
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 areas
Games > Games by content > Games with unused cinematics
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 Nordic > Games published by THQ
Games > Games by release date > Games released in 2009
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 13
Games > Games by release date > Games released in October
Games > Games by release date > Games released in October > Games released on October 26
Games > Games by series > SpongeBob SquarePants series