If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!
SpongeBob SquarePants: Revenge of the Flying Dutchman (GameCube, PlayStation 2)
| SpongeBob SquarePants: Revenge of the Flying Dutchman |
|---|
|
Developer:
BigSky Interactive
|
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.
To do:
|
Contents
Sub-Pages
| Prerelease Info |
| Unused Graphics Everybody's a critic. |
| Unused Dialogue People talk loud when they wanna act smart, right? |
| Unused Animations First go like this... spin around - STOP! |
Debug Features
Performance Metrics
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
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
radar.bin
Attempting to connect a GBA with the ROM loaded to the GameCube will result in a crash on with the following log outputted on the GameCube:
25:52:062 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: Unhandled Exception 2 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ------------------------- Context 0x80318fb0 ------------------------- 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r0 = 0x00000015 ( 21) r16 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r1 = 0x8046b6e8 ( -2142849304) r17 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r2 = 0x803801c0 ( -2143813184) r18 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r3 = 0x8033d6e1 ( -2144086303) r19 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r4 = 0x00000004 ( 4) r20 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r5 = 0x00000004 ( 4) r21 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r6 = 0x8033d6e5 ( -2144086299) r22 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r7 = 0x00000010 ( 16) r23 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r8 = 0x8012fae4 ( -2146239772) r24 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r9 = 0x802f0000 ( -2144403456) r25 = 0x80827ea0 ( -2138931552) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r10 = 0x00000000 ( 0) r26 = 0x80827f08 ( -2138931448) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r11 = 0x3f800000 ( 1065353216) r27 = 0x81533420 ( -2125253600) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r12 = 0x800f5998 ( -2146477672) r28 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r13 = 0x8037be40 ( -2143830464) r29 = 0x00000000 ( 0) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r14 = 0x00000000 ( 0) r30 = 0x80317fb5 ( -2144239691) 25:52:063 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: r15 = 0x00000000 ( 0) r31 = 0x8033d6e0 ( -2144086304) 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: LR = 0x8012fa84 CR = 0x40000088 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: SRR0 = 0x8000555c SRR1 = 0x0000a032 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: GQRs---------- 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: gqr0 = 0x00000000 gqr4 = 0x00000000 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: gqr1 = 0x00000000 gqr5 = 0x00000000 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: gqr2 = 0x00000000 gqr6 = 0x00000000 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: gqr3 = 0x00000000 gqr7 = 0x00000000 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: FPRs---------- 25:52:064 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr0 = 0 fr1 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr2 = 17 fr3 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr4 = -1 fr5 = 6 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr6 = 20 fr7 = -1 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr8 = 0 fr9 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr10 = 0 fr11 = 1 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr12 = 0 fr13 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr14 = 0 fr15 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr16 = 0 fr17 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr18 = 0 fr19 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr20 = 0 fr21 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr22 = 0 fr23 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr24 = 0 fr25 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr26 = 0 fr27 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr28 = 0 fr29 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: fr30 = 0 fr31 = 0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: PSFs---------- 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps0 = 0x0 ps1 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps2 = 0x3000008 ps3 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps4 = 0xffffffff ps5 = 0x375e 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps6 = 0x8000020 ps7 = 0xffffffff 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps8 = 0x0 ps9 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps10 = 0x0 ps11 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps12 = 0x0 ps13 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps14 = 0x0 ps15 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps16 = 0x0 ps17 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps18 = 0x0 ps19 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps20 = 0x0 ps21 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps22 = 0x0 ps23 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps24 = 0x0 ps25 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps26 = 0x0 ps27 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps28 = 0x0 ps29 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: ps30 = 0x0 ps31 = 0x0 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 25:52:065 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: Address: Back Chain LR Save 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 0x8046b6e8: 0x8046b718 0x00000000 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 0x8046b718: 0x8046b738 0x800c0cb0 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 0x8046b738: 0x8046b758 0x800c08e4 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 0x8046b758: 0x8046b7f8 0x800a72d4 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 0x8046b7f8: 0x8046b808 0x80213eac 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 0x8046b808: 0x8046b828 0x80212a34 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 0x8046b828: 0x8046b8f8 0x8020c368 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 0x8046b8f8: 0x8046b908 0x8020c21c 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 0x8046b908: 0x8046b988 0x801ec338 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 0x8046b988: 0xffffffff 0x80003274 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 25:52:066 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: DSISR = 0x42000000 DAR = 0x00000003 25:52:067 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: TB = 0x0060cac5e083a556 25:52:067 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 25:52:067 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: Instruction at 0x8000555c (read from SRR0) attempted to access invalid address 0x3 (read from DAR) 25:52:067 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: 25:52:067 Core\HW\EXI\EXI_DeviceIPL.cpp:307 N[OSREPORT]: Last interrupt (20): SRR0 = 0x800f5f90 TB = 0x0060cac5e083a500
Voice Clips
Voice clips 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
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.
- Games developed by BigSky Interactive
- Games published by THQ
- GameCube games
- PlayStation 2 games
- Games released in 2002
- Games with unused animations
- Games with uncompiled source code
- Games with hidden development-related text
- Games with unused game types
- Games with unused graphics
- Games with unused models
- Games with unused cinematics
- Games with unused abilities
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with hidden level selects
- To do
- SpongeBob SquarePants series
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 uncompiled source code
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused cinematics
Games > Games by content > Games with unused game types
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by BigSky Interactive
Games > Games by platform > GameCube games
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by THQ
Games > Games by release date > Games released in 2002
Games > Games by series > SpongeBob SquarePants series