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SpongeBob SquarePants: Revenge of the Flying Dutchman (GameCube, PlayStation 2)

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Title Screen

SpongeBob SquarePants: Revenge of the Flying Dutchman

Developer: BigSky Interactive
Publisher: THQ
Platforms: GameCube, PlayStation 2
Released in US: November 21, 2002
Released in EU: March 14, 2003


AnimationsIcon.png This game has unused animations.
SourceIcon.png This game has uncompiled source code.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.


PrereleaseIcon.png This game has a prerelease article

SpongeBob SquarePants: Revenge of the Flying Dutchman is an odd GameCube game, BigSky Interactive's last game, and the first to be released on sixth generation consoles. After SpongeBob and Gary play fetch, Gary finds the Flying Dutchman's treasure. The Flying Dutchman curses all of SpongeBob's friends to be part of his crew.

Hmmm...
To do:
  • There's bound to be at least a few more unused animations.

Sub-Pages

SBRevenge SBDOLL GOLD.png
Unused Graphics
Everybody's a critic.
SoundIcon.png
Unused Dialogue
People talk loud when they wanna act smart, right?
AnimationsIcon.png
Unused Animations
First go like this... spin around - STOP!

Debug Features

Performance Metrics

Sbrotfd displayfps shot.png

A display with details regarding the game's performance can be enabled by using the following command in SCRIPT.TSC:

DisplayFps

Alternately, you can apply the below code for the PlayStation 2 USA version of the game for the same effect which will also render player coordinates:

Enable Debug Info
204E7384 FFFFFFFF
(Source: Punk7890 (PS2 code))

Unused Attacks

Whirlpool

An animation and sound effect for an unused Whirlpool attack can be found among the assets for the Mermaid Man costume.

Speaker Sound Subtitle
French Narrator
Use the Whirlpool attack to hit targets in all directions.

In addition, there is an unused line from the French Narrator describing the attack.

Scrapped GBA Link Feature

Voice files describing another version of the Jellyfish Rodeo mini-game present in the GBA version using GBA Link remain in the game's audio files. Certain levels would have a special Jellyfish Rodeo Tent that appears when a GBA is connected and you would enter one to start the mini-game.

Bikini Bottom

Audio Speaker Subtitle Notes
SpongeBob I don't remember this tent being here before. This conversation plays when you walk up to the Jellyfish Rodeo Tent in Bikini Bottom for the first time.
French Narrator The Jellyfish Rodeo must have left that tent behind, the last time they were in Bikini Bottom. Perhaps it is still occupied.
SpongeBob A Jellyfish wrangler! That must be the neatest job under the sea, except for being a fry-cook.
SpongeBob If only I could ride a wild Jellyfish!
French Narrator This is possible. You simply need to connect your GBA to your GameCube and insert the Game Pak for Revenge of the Flying Dutchman. Then, enter the tent to ride the Jellyfish inside it.
French Narrator If your GBA is connected to your GameCube, but you don't have the Game Pak inserted, then you can at least see a radar whenever you go treasure hunting. If you connected a GBA to the GameCube without a Game Pak inserted, you would have been able to use a Final Fantasy Crystal Chronicles-style radar that would show the location of the Dutchman's Treasure for that area. In the final game, you instead use the controller's rumble feature for a similar purpose.

Jellyfish Fields

Audio Speaker Subtitle Notes
Unknown Don't tell me you're one of those Jellyfishers, too. Played when you talked to the character - complete with horrible southern accent and audio reverberation problems - who starts the GBA Link mini-game in Jellyfish Fields for the first time, but you don't have a GBA plugged in. A cut character named Whirlpool is mentioned, and was likely exclusive to the Jellyfish Rodeo mini-game.
Unknown What kind of sissy-fish uses a net to catch the little ones? You gotta find the biggest one in the herd and ride it until one of you gives! Whirlpool will show you what I mean if you can bring me one Game Boy Advance.
Unknown Stop wastin' your time with those little Jellyfish. Bring me one Game Boy Advance and Whirlpool will show you a real challenge! Plays when you talk to him again while a GBA is not plugged in.
Unknown You've got enough Game Boy Advances for me, but there's still somethin' you've gotta do, pardner. Plays when you have at least one GBA plugged in.
Unknown Your own Game Boy Advance must be connected with your GameCube, and the Game Pak for Revenge of the Flying Dutchman must be plugged into it. Tells the player to make sure everything is set up correctly before starting the mini-game.
Unknown If your Game Boy Advance is connected to your GameCube, but you don't have a Game Pak inserted, then you can at least see a nifty radar whenever you go treasure huntin'. Now, hit the trail!

There was an unused GBA ROM in the files "radar.bin" That ROM had to be for this cut GBA Link feature. It just shows a blank white screen sadly on the GBA emulator.

Apparently, you would initiate the mini-game (at least in Bikini Bottom) by going into a special tent with a Jellyfish inside.

This feature was likely scrapped either due to development complications or communication problems with Vicarious Visions, the developer of the Game Boy Advance version of the game.

Audience of Kids
It seems the audience of kids were meant to do more than just express their disgust at the Dutchman's Treasures.

Audio Notes
Plays when finding the Jellyfish Fields Dutchman's Treasure. Strangely, the audience of kids remain silent for this in the final game.
Plays when finding the Flying Dutchman's Graveyard Dutchman's Treasure. The regular "ew" sound is used instead.
Plays when finding the Goo Lagoon Dutchman's Treasure. The regular "ew" sound is used instead.

SDK Leftovers

The GameCube version has lots of leftovers from the GameCube SDK.

MIDI Files

The axdemo folder has the standard GameCube SDK midi files and sound tests.

fish.thp

rebirth.thp

Source Code Remnants

A selection of C++ headers can be only found in the GameCube version of the game, located in the enums folder.

engine\ABC_Message_Engine.h

#ifndef ABC_MESSAGE_ENGINE_H
#define ABC_MESSAGE_ENGINE_H

typedef	 int abc_message;

enum
{
	msg_no_message,

	msg_skel_collide,

	msg_anim_note_track_first,					//Mark first message from NoteTrack
	msg_anim_loop,
	msg_anim_nosmooth,
	msg_anim_node_collide,
	msg_anim_node_uncollide,
	msg_anim_node_getorient,
	msg_anim_node_projectile_sent,
	msg_anim_orient,
	msg_anim_noorient,
	msg_anim_action,
	msg_anim_srept,
	msg_anim_erept,
	msg_anim_playsound,
	msg_anim_stopsound,
	msg_anim_playsoundrnd,
	msg_anim_playcdsound,
	msg_anim_playcdsoundloop,
	msg_anim_stopcdsound,
	msg_anim_nodynamic,
	msg_anim_dynamic,
	msg_anim_material_color,
	msg_anim_seqanim,
	msg_anim_active,
	msg_anim_setemiter,

	msg_anim_unknow_skel_collide,

	msg_anim_particles_efx,
	msg_anim_particles_efx_pause,
	msg_anim_particles_efx_reset,

	msg_rtc_start,
	msg_rtc_end,
	msg_rtc_changecamera,
	msg_rtc_picture,
	msg_rtc_no_picture,
	msg_rtc_mark,
	msg_rtc_letter_box_start,
	msg_rtc_letter_box_end,
	msg_rtc_letter_box_color,

	msg_anim_note_track_end,					//Mark last message from NoteTrack


	msg_goto_length,
	msg_goto_curlength,
	msg_goto_2nd_vertex,
	msg_goto_end,

	msg_volume_in,
	msg_volume_out,
	msg_volume_stay,

	msg_menu3d_effect_end,
	msg_skin_selected,

	msg_carry_begin,
	msg_carry_end,
	
	msg_held_begin,
	msg_held_end,

	msg_thrown_begin,
	msg_thrown_end,

	msg_target_hit,
	msg_target_miss,

	msg_lod_collide,
	msg_decor_collide,

	msg_thrown_lod_collide,
	msg_thrown_decor_collide,

	msg_restore_collide,

	msg_sequenced_collide,

	msg_skin_act_begin,
	
	msg_skin_act_end,

	msg_bumper,

	msg_father_unlinked,

	msg_camera_capture_patch_start,
	msg_camera_capture_frame_start,
	msg_camera_capture_texture_start,
	msg_camera_capture_end,
	msg_camera_capture_param_1,
	msg_camera_capture_param_2,
	msg_camera_capture_param_3,

	msg_camera_reset_focus,

	msg_stream_end,
	msg_stream_error,
	msg_stream_resumed,
	msg_stream_resume_possible,
	
	msg_stream_abort,
	msg_stream_aborted,

	msg_game_activated,
	msg_game_reseted,

	msg_engine_end
};

#endif

engine\Anim_Symbol_Engine.h

#ifndef	ANIM_SYMBOL_ENGINE_H
#define ANIM_SYMBOL_ENGINE_H

enum
{
	anim_default,
	anim_wait,
	anim_anim_1,
	anim_anim_2,
	anim_anim_3,
	anim_action,
	anim_engine_end
};
	
#endif	//ANIM_SYMBOL_ENGINE_H

engine\Sound_Symbol_Engine.h

#ifndef	SOUND_SYMBOL_ENGINE_H
#define SOUND_SYMBOL_ENGINE_H

enum
{
	snd_default,
	snd_engine_end
};
	
#endif	//SOUND_SYMBOL_ENGINE_H

game\ABC_Message_Game.h

/********************************************************************
 *
 * $Workfile: ABC_Message_Game.h $
 *
 * (c) Copyright 2000 Kalisto USA.  All rights reserved.
 *
 * $Log: /GameSrc/Main/ABC_Message_Game.h $ 
 * 
 * 4     2/02/01 11:14a Fmizac
 * Camera Code cleaned, Commented out sections for Gamma correction.
 * All SetAnim commented out, in order to avoid asserts on the PS2
 * 
 * 3     1/30/01 6:02p Fmizac
 * 
 * 2     11/12/00 15:04 Fmizac
 * Project Creation
 * 
 *******************************************************************/

#ifndef ABC_MESSAGE_GAME_H
#define ABC_MESSAGE_GAME_H

#include	<ABC_Message_Engine.h>


enum
{
	msg_game_start=msg_engine_end,			//dont remove this.
	msg_wait_change_anim,
	
	msg_startButton_down,
	
	msg_run_level,
	msg_switch_costume,

	msg_go_next_item,
	msg_go_previous_item,
	msg_go_right_item,
	msg_go_left_item,
	msg_select_item,
	msg_abort_pause,
	msg_reset_player,
	msg_cancel_rtc,

	msg_coll_item_burger,
	msg_coll_item_jellyfish,
	msg_coll_item_magazine,

	msg_camera_look_mode_down,
	msg_camera_look_mode_on,
	msg_camera_look_mode_off,
	
	msg_anim_viewer_start,
	msg_anim_viewer_stop,
	msg_anim_viewer_prev_anim,
	msg_anim_viewer_next_anim,
	msg_anim_viewer_prev_object,
	msg_anim_viewer_next_object,

	msg_jump_up,
	msg_jump_down,
	
	msg_action_up,
	msg_action_down,

	msg_duck_up,
	msg_duck_down,

	msg_circle_up,
	msg_circle_down,

	msg_force_walk_up,
	msg_force_walk_down,

	msg_anim_karate_chop_finished,
	msg_anim_jump_finished,
	msg_anim_belly_slam_transition_finished,
	msg_anim_duck_finshed,
	msg_anim_jump_to_fall_finished,
	msg_anim_get_up_finished,
	msg_anim_pickup_finished,
	msg_anim_throw_finished,
	msg_anim_get_hit_finished,

	msg_jf_compress_done,
	msg_jf_pump_done,

	msg_collide_hit_karate_chop,
	msg_collide_hit_jf_net,
	msg_collide_hit_reefblower,
	msg_collide_hit_belly_slam,

	msg_collide_dur,
	msg_collide_hit,
	msg_collide_hit_noskel,
	msg_collide_pickup,
	msg_collide_collectable,

	msg_volume_enter,
	msg_volume_exit,
	msg_fadeout_done,
	
	msg_animation_finished,
	msg_timer_expired,
	msg_activate,
	msg_loop_counter,
	msg_setHeroYAngle,
	msg_animation_cough,
	msg_conv_activate,
	
	msg_gather,
	msg_state_enter,
	msg_state_exit,
	msg_springboard,

	msg_collide_hook,
	msg_anim_attach,
	msg_hook_collision_processed,
	msg_puzzle_tile_ready,
	msg_scramble_tile_puzzle,

	msg_anim_kr_transition,
	msg_jump_attack_finished,
	msg_duck_attack_finished,

	msg_camera_cannon_on,
	msg_camera_cannon_off,

	msg_voice_over_start,
	msg_voice_over_end,

	msg_hide,
	msg_unhide,

	msg_collide_on,
	msg_collide_off,

	msg_waterball_link,

	msg_rtc_playsoundbf,
	msg_message_id,
	msg_damaged_agent,
	msg_break_complete,
	msg_respawn_player,
	
	msg_keyframe_start,
	msg_keyframe_pause,
	msg_keyframe_stop,
	msg_keyframe_mark_0,
	msg_keyframe_mark_1,
	msg_keyframe_mark_2,
	msg_keyframe_mark_3,
	msg_keyframe_mark_4,
	msg_keyframe_mark_5,
	msg_keyframe_mark_6,
	msg_keyframe_mark_7,
	msg_keyframe_mark_8,
	msg_keyframe_mark_9,

	msg_hook_stop_before_reset,
	msg_hook_stop_no_reset,

	msg_load_game,

	msg_volume_camera_stop,

	//comes from SB animations.
	msg_anim_footstep_left,
	msg_anim_footstep_right,

	msg_immediate_damage,

	//	message box stuff inherited from Jimmy LWC 5-25-02
	msg_msgbox_ended,
	msg_msgbox_startaction,

	msg_msgbox_accept,
	msg_msgbox_decline,
	msg_msgbox_ok,
	msg_msgbox_cancel,
	msg_msgbox_yes,
	msg_msgbox_no,
	msg_msgbox_abort,
	msg_msgbox_retry,
	msg_msgbox_continue,

	msg_select_button_down,
	msg_script_give,
	msg_stop_vibration,
	msg_jfish_bubble,
	
	msg_relink_carried,

	msg_costume_tent_default,
	msg_costume_tent_jellyfishing,
	msg_costume_tent_reefblower,
	msg_costume_tent_mermaidman,
	
	msg_rtc_effect_play,
	msg_rtc_effect_pause,
	
	msg_rtc_char_effect_play,
	msg_rtc_char_effect_pause,

	msg_msgbox_left,
	msg_msgbox_right,
	
	msg_anim_bubble_effect,
	msg_anim_hit_effect,
	
	msg_found_treasure,
	msg_puzzle_solved,
	msg_start_vibration,
	msg_collide_clam,
	
	msg_begin_memcard_initial_check,

	msg_run_tile_puzzle
};
#endif //ABC_MESSAGE_GAME_H

game\Anim_Symbol_Game.h

//--------------------------------------------------------------------------------------------
//
// Anim_Symbol_Game.cpp
//
// (c) Copyright 2000 Kalisto USA.  All rights reserved.
// 
//--------------------------------------------------------------------------------------------


#ifndef ANIM_SYMBOL_GAME_H
#define ANIM_SYMBOL_GAME_H

#include <Anim_Symbol_Engine.h>

enum
{
	anim_game_start=anim_engine_end,
	anim_wait01,
	anim_wait02,
	anim_wait03,
	anim_wait04,
	anim_wait05,
	anim_walk,
	anim_walk01,
	anim_walk02,
	anim_jog,
	anim_run,
	anim_run01,
	anim_run02,
	anim_skid_in,
	anim_skid,
	anim_skid_out,
	anim_jump,
	anim_jump01,
	anim_jump02,
	anim_jump_pwr,
	anim_jump_to_fall,
	anim_jump_fall,
	anim_jump_fall01,
	anim_jump_fall02,
	anim_jump_land,
	anim_hook_hang,
	anim_attack,
	anim_attack01,
	anim_attack02,
	anim_attack03,
	anim_attack04,
	anim_attack05,
	anim_attack06,
	anim_attack07,
	anim_attack08,
	anim_attack09,
	anim_jump_attack,
	anim_moving_attack,
	anim_pwr_attack,
	anim_pwr_attack01,
	anim_pwr_attack02,
	anim_pwr_attack03,
	anim_attack_jump,
	anim_attack_jump01,
	anim_attack_jump02,
	anim_attack_jump03,
	anim_attack_jump_kick,
	anim_attack_jump_kick01,
	anim_attack_jump_kick02,
	anim_attack_jump_kick03,
	anim_attack_jump_punch,
	anim_attack_jump_punch01,
	anim_attack_jump_punch02,
	anim_attack_jump_punch03,
	anim_chop_wndup,
	anim_duck_attack,
	anim_duck_in,
	anim_duck_in01,
	anim_duck_in02,
	anim_duck_hld,
	anim_duck_out,
	anim_belly_bump,
	anim_belly_slam,
	anim_belly_slam_land,
	anim_belly_slam_flip,
	anim_get_hit,
	anim_get_hit01,
	anim_get_hit02,
	anim_defeated,
	anim_defeated01,
	anim_defeated02,
	anim_laugh,
	anim_laugh01,
	anim_laugh02,
	anim_talk_std,
	anim_talk_std01,
	anim_talk_std02,
	anim_talk_std03,
	anim_talk_std04,
	anim_talk_std05,
	anim_talk_std06,
	anim_talk_std07,
	anim_talk_std08,
	anim_talk_std09,
	anim_talk_std10,
	anim_talk_std11,
	anim_talk_std12,
	anim_talk_std13,
	anim_talk_std14,
	anim_talk_std15,
	anim_talk_std16,
	anim_talk_std17,
	anim_talk_std18,
	anim_talk_std19,
	anim_talk_std20,
	anim_talk_std21,
	anim_talk_std22,
	anim_talk_std23,
	anim_talk_std24,
	anim_talk_std25,
	anim_talk_std26,
	anim_talk_std27,
	anim_talk_std28,
	anim_talk_std29,
	anim_glide,
	anim_glide_land,
	anim_roll,
	anim_slide,
	anim_slide01,
	anim_slide02,
	anim_pickup,
	anim_pickup01,
	anim_pickup02,
	anim_carry,
	anim_jump_carry,
	anim_carry_fall,
	anim_drop,			
	anim_hold,			
	anim_throw,
	anim_throw01,
	anim_throw02,
	anim_jf_compress,	
	anim_jf_pump,		
	anim_jf_glide,	

	anim_open,
	anim_opening,
	anim_closed,
	anim_closing,

	anim_tucked,
	anim_tuck_out,

	anim_spring,

	anim_alerted,
	anim_alerted01,
	anim_alerted02,
	anim_alerted_idle,
	anim_alerted_idle01,
	anim_alerted_idle02,

	anim_attack_charge,
	anim_attack_charge01,
	anim_attack_charge02,
	anim_jump_moving,
	anim_jump_moving01,
	anim_jump_moving02,
	anim_fly,
	anim_fly01,
	anim_fly02,

	anim_run_attack,

	anim_misc,
	anim_misc01,
	anim_misc02,
	anim_misc03,
	anim_misc04,
	anim_misc05,
	anim_misc06,
	anim_misc07,
	anim_misc08,
	anim_misc09,
	anim_misc10,
	anim_misc11,
	anim_misc12,
	anim_misc13,
	anim_misc14,
	anim_misc15,
	anim_misc16,
	anim_misc17,
	anim_misc18,
	anim_misc19,
	anim_misc20,
	anim_misc21,
	anim_misc22,
	anim_misc23,
	anim_misc24,
	anim_misc25,
	anim_misc26,
	anim_misc27,
	anim_misc28,
	anim_misc29,

	anim_jf_move_all,

	anim_turn,

	anim_talk_hold,
	anim_talk_hold01,
	anim_talk_hold02,

	anim_game_end	//-tm- please end with this !!
};

#endif //ANIM_SYMBOL_GAME_H

game\Sound_Symbol_Game.h

/********************************************************************
 *
 * $Workfile: Sound_Symbol_Game.h $
 *
 * (c) Copyright 2000 Kalisto USA.  All rights reserved.
 *
 * $Log: /GameSrc/Main/Sound_Symbol_Game.h $ 
 * 
 * 2     11/12/00 15:04 Fmizac
 * Project Creation
 * 
 *******************************************************************/

#ifndef SOUND_SYMBOL_GAME_H
#define SOUND_SYMBOL_GAME_H

#include	<Sound_Symbol_Engine.h>

enum
{
	snd_game_start=snd_engine_end,	//dont remove this.
	snd_collect,
	snd_jump,
	snd_powerjump,
	
	//step sounds for spongebob.
	snd_step_left_bone,
	snd_step_left_carpet,
	snd_step_left_glass,
	snd_step_left_dirt,
	snd_step_left_gravel,
	snd_step_left_metal,
    snd_step_left_mud,
    snd_step_left_road,
	snd_step_left_sand,
	snd_step_left_stone,     
	snd_step_left_water,     
	snd_step_left_wood,
	snd_step_left_default,

	snd_step_right_bone,
	snd_step_right_carpet,
	snd_step_right_glass,
	snd_step_right_dirt,
	snd_step_right_gravel,
	snd_step_right_metal,
    snd_step_right_mud,
    snd_step_right_road,
	snd_step_right_sand,
	snd_step_right_stone,     
	snd_step_right_water,     
	snd_step_right_wood,
	snd_step_right_default,

	// for breakables
	snd_break,		

	// for NPCs and such
	snd_defeated,	
	snd_defeated01,
	snd_defeated02,


	// for bombs
	snd_lit,		
	snd_burn,		
	snd_explode,

	// menus
	snd_menu_accept,
	snd_menu_reject,
	snd_menu_goback,
	snd_menu_scroll,
	snd_menu_slider,
	snd_menu_task,

	snd_fall,

	// multiple for dif landing textures
	snd_land,
	snd_land01,
	snd_land02,

	snd_collide,
	snd_collide01,
	snd_collide02,

	snd_skid_in,
	snd_skid,
	snd_skid_out,

	snd_attack,
	snd_attack01,
	snd_attack02,
	snd_attack03,
	snd_attack04,
	snd_attack05,
	snd_attack06,
	snd_attack07,
	snd_attack08,
	snd_attack09,
	snd_jump_attack,
	snd_moving_attack,
	snd_pwr_attack,
	snd_pwr_attack01,
	snd_pwr_attack02,
	snd_pwr_attack03,
	
	snd_attack_jump,
	snd_attack_jump01,
	snd_attack_jump02,
	snd_attack_jump03,
	snd_attack_jump_kick,
	snd_attack_jump_kick01,
	snd_attack_jump_kick02,
	snd_attack_jump_kick03,
	snd_attack_jump_punch,
	snd_attack_jump_punch01,
	snd_attack_jump_punch02,
	snd_attack_jump_punch03,
	
	snd_duck_attack,
	snd_duck_in,
	snd_duck_in01,
	snd_duck_in02,
	snd_duck_hld,
	snd_duck_out,

	snd_get_hit,
	snd_get_hit01,
	snd_get_hit02,

	snd_impact_char,
	snd_impact_char01,
	snd_impact_char02,

	snd_impact_obj,
	snd_impact_obj01,
	snd_impact_obj02,

	snd_laugh,
	snd_laugh01,
	snd_laugh02,

	snd_roll,

	snd_slide,
	snd_slide01,
	snd_slide02,

	snd_pickup,
	snd_pickup01,
	snd_pickup02,

	snd_carry,
	snd_jump_carry,
	snd_carry_fall,

	snd_drop,			
	snd_hold,			

	snd_open,
	snd_opening,
	snd_closed,
	snd_closing,

	snd_spring,

	snd_fly,
	snd_fly01,
	snd_fly02,

	snd_misc,
	snd_misc01,
	snd_misc02,
	snd_misc03,
	snd_misc04,
	snd_misc05,
	snd_misc06,
	snd_misc07,
	snd_misc08,
	snd_misc09,
	snd_misc10,
	snd_misc11,
	snd_misc12,
	snd_misc13,
	snd_misc14,
	snd_misc15,
	snd_misc16,
	snd_misc17,
	snd_misc18,
	snd_misc19,
	snd_misc20,
	snd_misc21,
	snd_misc22,
	snd_misc23,
	snd_misc24,
	snd_misc25,
	snd_misc26,
	snd_misc27,
	snd_misc28,
	snd_misc29,

	snd_turn,
	snd_step_left_gold,
	snd_step_right_gold,
	snd_bubble_wipe,
	snd_td_jump,
	snd_td_slam,
	snd_td_throw,
	snd_splash_small,
	snd_splash_large

};

#endif //SOUND_SYMBOL_GAME_H



Unused Text

Costume Tents

You have not unlocked any costumes yet!

You will always have the SquarePants "costume" by default, leaving this unused.


Executable File

The game's executable, has a few interesting little strings.

Karate: nNumToDrop > nTotalOpenSlotCount this used to crash here !!!!!!!!!!!!!!!!!
Karate: debug Couldn't find good drop point
Pausing an effect that is already paused.
Game Not Found..
Sound %u is %u bytes long, TOO BIG TOO BIG ?
YOU CAN'T SAVE HERE
An error occured in: Init Please check stderr.txt for more information
X Angle Governor kicking in!
Taking emergency camera action!
Target is not set, you must set Target before using State_Attack_Flee
RtcId %d does not (yet) exist in level
SoundBF ERROR, Line number cannot be above 65535, we have %s !!
TotemTech Data v1.73 (c) 1999-2002 Kalisto Entertainment - All right reserved
You are late
You are ahead
Got reset data as DEADBEEF!
Got no reboot data!****************************************8
Got DEADBEEF RESET data!****************************************
Useless but keep that or it will crashes
Useless as well, but keep that or it will crashes
Not ok on first try, restarting
Out of Async Error Loop after error ;)
>>> L2 INVALIDATE : SHOULD NEVER HAPPEN

There's also a build date.

Nov  5 2002
12:52:29

vo_test.txt

In the same folder as the test sound, vo_test.txt has some captions.

This is a sample voice over script.
It can be used to communicate information
to the player.

Text can be color coded if more than one
voice is heard.
ENDTEXT

This is another sample voice over script.
VOs are a good way to teach the player how
to play the game
ENDTEXT

Level Select

SBRevenge LevelSelect.png

In the GameCube version, press and hold L, R, B, X, use the control stick to select a level and press Z to enter. In the PlayStation 2 version, hold L1, R2, Square, O and press SELECT to enter. The level names will appear in the top left corner.

Version Differences

  • If the music starts again after being interrupted in any way, it will reset to the beginning of the track in the GameCube version and will continue from where it was stopped in the PlayStation 2 version.
  • The PlayStation 2 version has a loading glitch that freezes your game sometimes when entering an area, which doesn't exist in the GameCube version. This was frequently rumored to be the reason Big Sky Interactive shut down, but it was later revealed that they shut down because THQ blacklisted them. The reason this glitch is exclusive to the PlayStation 2 is because Sony had a policy about loading times that the developers bypassed using a trick that was removed in newer Playstation 2 models. This glitch does not happen in emulators.
  • Lighting in the PlayStation 2 version appears lighter than the GameCube version.
  • The PlayStation 2 version features the show's intro and a special DVD trailer, while the GameCube version does not.
    • Interestingly, the GameCube version has the files for both of these movies, so why they aren't accessible in-game is a mystery.
  • The tile puzzles in the PlayStation 2 version makes SpongeBob's eyes transparent.
  • The level models in the PlayStation 2 version are of much higher quality than the GameCube version.