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The SpongeBob SquarePants Movie (Game Boy Advance)

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This page details development materials of The SpongeBob SquarePants Movie (Game Boy Advance).

On March 4th, 2024, the complete source code for The SpongeBob SquarePants Movie for Game Boy Advance was released by KnuckleMcSpazz.

Unused Graphics#

All graphics are in spongebob/Files/.

source#

dash.flc is a short animation that demonstrates how the dash ability should function.

master_palette_05.flc is an entity palette with enemies.

Early

Final

Notes

  • Colored and proportioned differently. The early sprite resembles one of the hillbillies from the gas station in the movie.
  • Throws bottles instead of cans.
  • No necklace or shoulder pads.
  • Unseen idle stance.
  • Three unused variants.

N/A

  • Cut enemy.

N/A

  • Cut enemy.

N/A

  • Cut enemy.
  • Noticeably unfinished.

N/A

  • Cut enemy.
  • Missing her pink bracelet,.
  • Has her arms in a slightly different pose.

SB_04.flc shows many of SpongeBob and Patrick's animation sequences, some of which are different from what's seen in the final game.

SB_04

Final

Notes

  • Both are angrier in pose and expression.
  • Angrier attitude.
  • Stretchier animation.
  • Slower stride.
He's just standing there... menacingly!

N/A

  • Patrick facing forward.

bob#

Early

Final

bob_idle_01.pcx is SpongeBob's idle stance shaded differently, as well as a coloring error inside the negative space of his left arm.

sb_dash2.flc is a single frame of SpongeBob's dash animation with an angrier face.

Early

Final

sb_glide2.flc is SpongeBob hanging onto Patrick while gliding, but shaped and shaded in the same manner as the aforementioned bob_idle_01.pcx.

sb_killall2.flc is a copy of SpongeBob's bubble attack move, but with two cut extra frames of animation.

SB_56.flc has many of SpongeBob and Patrick's animations.

SB_walk15.flc is another animation palette file. The unused walking animation from SB_04.flc reappears here.

SB_walk15

Final

Notes

  • Different posture.

boss1#

W1B_AI.flc is an animation to demonstrate how the Thug Tug boss works.

boss3#

W3BOSS_AI.flc is like the latter for the frogfish boss fight.

boss4#

DNS_AI.flc is for Dennis boss fight.

boss5#

DIVER_BOSS_AI.flc is for the Cyclops boss fight.

boss6#

The King Neptune boss has four revisions of how his fight works.

enemies#

d_flinger

DF_REF.flc explains how the desert flinger enemies should do their flinging.

s_flinger

SF_REF.flc is much like the latter.

water

water_ref.pcx demonstrates how the arc of the water hazard should work.

ingametext#

faces

The password screen was to have Mr. Krabs and David Hasselhoff's lone nipple.

Early

Final

Plankton's password icon was flipped and redrawn.

ingametext_placement_ref.bmp is a screenshot for showing the programmers where to place the dialogue during cutscenes. Curiously, Dennis' mugshot is shown during the Thug Tug fight.

misc#

lifecounter_AI.pcx are HUD notes for the programmers.

pat#

Early

Final

"What's the difference?"

pat_idle_01.pcx is a frame of Patrick's idle stance with very slightly thicker outlines around his shorts.

screens#

Various elements leftover from an E3 demo.

levelname.pcx

Final

levelnameboss.pcx

Final

levelname.pcx and levelnameboss.pcx are title cards to two of the second world's levels with slightly different backgrounds and no white text outlines.