This page contains notes for the game The SpongeBob SquarePants Movie (GameCube, PlayStation 2, Xbox).
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The .HIP/.HOP files can be extracted with either Industrial Park Level Editor, Game Extractor, or a QuickBMS script.
Filetypes commonly found in .HOP files#
.HOP files contain the assets of each level.
Filetypes commonly found in .HIP files#
.HIP files contain spawn data, as well as markers (cameras, triggers, ports) and other things that make up the inner working of each level. All of these can be edited using Industrial Park by opening the .HIP file. Also, as a legacy option, any files with coordinates list them as 4-byte floating point numbers, and are usually on the third line in a hex editor. Use a converter to work with these numbers (the one linked doesn't like spaces, so remove those before converting).
Filetype |
Notes |
|---|---|
.ALST |
Stands for "animation list" and provides a group of animations for a PLAT or SIMP to use. Mainly used for things like NPCs. |
.ATBL |
Stand for "animation table," and contained assigned animations for things such as enemies, crates, and the player. |
.BOUL |
Stands for "boulder." Used for objects that hurt SpongeBob or Patrick. |
.BUTN |
Buttons. |
.CAM |
Markers for camera positions. "Startcam" is never used, since the camera immediately goes to the player's position at the start of each level, after any cutscene or NPC interaction automatically triggered. |
.CNTR |
Stands for "counter," and are used to keep track of things from the total of enemies defeated to the state of a task in the pause menu. |
.COND |
Stands for "conditional." These are mainly used to evaluate how many collectibles the player has, but are also used for general functionality of the pause menu tasks. |
.CSNM |
Stands for "cutscene manager." These are used to tell the game what to do during and after a cutscene finishes, among other settings. |
.DPAT |
Stands for "dispatcher." These are used to set many events throughout the game but are mainly used to make persistent changes to levels. |
.DYNA |
Game objects. Purposed for a lot of things, like talkboxes, taxi stops and the "widget" that shows you the flythrough at the beginning of each level. |
.ENV |
Stands for "environment." Sets things like the lighting and music. |
.FLY |
Unknown. Official stands for "fly," but used for flythroughs. |
.GRUP |
Unknown. Stands for "group," and were most likely used to apply attributes to multiple objects at once when the game was built. |
.LKIT |
Stands for "light kit," and is used to light objects in each scene. There can be two sets, one for the environment, and one for the player/enemies/crates. |
.MINF |
Unknown. Corresponds to a model in the corresponding .HOP file. |
.MRKR |
Stands for "marker," and contain coordinates to activate things when the player reaches those coordinates. |
.MVPT |
Unknown. Stands for "move point." |
.PARE |
Unknown. Stands for "particle emitter." |
.PARP |
Stands for "particle properties." |
.PARS |
Stands for "particle system." |
.PKUP |
Stands for "pickup," and contains spawn data for the pickups (shiny objects, underwear, golden spatulas) in each level. In reality, there's just one spawn data filetype that's used for pickups, platforms and NPCs. |
.PLAT |
Stands for "platform," and contains spawn data for the platforms (bouncy trees, moving platforms) in each level. In reality, there's just one spawn data filetype that's used for pickups, platforms and NPCs. |
.PLYR |
Stands for "player," and contains spawn coordinates for the player, although this is really only used in levels where you don't start off automatically talking to someone, or if you die before reaching a checkpoint in a level that you do start off with a conversation. Strangely, it seems to contain other data that, when messed with, causes the player to lose color. |
.PORT |
Stands for "portal." Used to teleport the player to different scenes, such as Combat Arena Challenges or just the next area. |
.RANM |
Stands for "reactive animation." Used on objects such as trees and bushes to animated them. |
.SCRP |
Stands for "script." When one is run, it will fire a string of event links at specified timings. Used for short cutscenes, such as revealing platforms and opening gates. |
.SDFX (or .SFX) |
Unknown. Officially stands for "SFX," an abbreviation of "sound effects." |
.SGRP |
Stands for "sound group." Contains sound(s) a SDFX can play. If more than one is listed, they are played at random. |
.SIMP |
Stands for "simple object," and contains collision data. |
.SURF |
Stands for "surface." Are used on objects to give them properties such as slipperiness, hazard-ness, and even ledge grabbing. |
.TIMR |
Stands for "timer." A simpler version of the script that only fires events at the start and at the end of the time assigned. |
.TRIG |
Stands for "trigger," and works the same way as markers. |
.UIM |
Stand for "user interface motion." Used to give the pause menu animations, such as sinking, bouncing, and fading. |
.VIL |
Officially stands for "NPC," and contains spawn data for the NPCs (characters, enemies, tikis) in each level. In reality, there's just one spawn data filetype that's used for pickups, platforms and NPCs. |
Filetypes commonly found in (country code).hip files#
Filetype |
Openable(?) |
Program(s) |
Notes |
|---|---|---|---|
.TEXT |
Yes |
Notepad++ |
Contains text for dialogue boxes, as well as markers to tell the game certain things, like change the camera position or color a word a certain color. |
Characters & Costumes#
Most "costume" names were taken from sb04.ini.
Name |
Used? |
File |
|---|---|---|
Sliding Bathtub |
Yes |
PLD0.HIP |
Sliding Shell |
PLD1.HIP |
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Sliding Crown |
PLD2.HIP |
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Driving |
PLY2.HIP |
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SpongeBall |
PLY4.HIP |
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SpongeBob |
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Manager |
Yes |
PLS1.HIP |
Goober Hungover |
PLS2.HIP |
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Normal |
PLS3.HIP |
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Tuff Tug |
PLS4.HIP |
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Trench Moustache |
PLS5.HIP |
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Goober Dream |
No |
PLS6.HIP |
Neptune Boss |
Yes |
PLS7.HIP |
Cave SpongeBob |
Cheatable |
PLSA.HIP |
Mermaid Man SpongeBob |
Yes |
PLSB.HIP |
Ripped Pants SpongeBob |
Cheatable |
PLSC.HIP |
Plain Sponge SpongeBob |
Yes |
PLSD.HIP |
Patrick |
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Manager Dream |
Yes |
PLP1.HIP |
Goober Hungover |
PLP2.HIP |
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Normal |
PLP3.HIP |
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Tuff Tug |
PLP4.HIP |
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Trench Moustache |
PLP5.HIP |
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Goober Dream |
Cheatable |
PLP6.HIP |
Neptune Boss |
No |
PLP7.HIP |
Cave Patrick |
Cheatable |
PLPA.HIP |
Disco Patrick |
Yes |
PLPB.HIP |
No Clothes Patrick |
PLPC.HIP |
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Folder Abbreviations#
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Folder Name |
Abbreviation of |
Mission(s) / Contaminants |
|---|---|---|
AM |
Ambush |
Combat Arenas (am01) (am02) (am03) (am04) |
B1 |
Boss #1 |
I'll Let You Pet Mr. Whiskers (b101) |
B2 |
Boss #2 |
Name's Dennis (b201) |
B3 |
Boss #3 |
Dennis Strikes Back (b301) |
B4 |
Boss #4 |
Turn the Tables on Plankton (b401) 100% Cutscene (b402) |
BB |
Bikini Bottom |
No Cheese! (bb02) Sandwich Driving 101 (bb01) |
BL |
Bonus Levels |
SpongeBall Arenas (bl01) (bl02) (bl03) (bl04) |
DE |
Desert |
Three... Thousand Miles to Shell City (de01) Rub a Dub, Slip Slide in the Tub (de02) |
FB |
Floating Blocks |
Floating Block Arenas (fb01) (fb02) (fb03) |
FMV |
Full Motion Videos |
Cutscenes, upgrades, logos, etc. |
GG |
Goofy Goober |
Sundae Driving (gg02) |
JK |
Junkyard |
Shell City, Dead Ahead (jk01) (jk02) |
MN |
Menus |
Menus (mnus) |
PL |
Players |
Player Variants |
PT |
Planktopolis |
Welcome To Planktopolis...Minions (pt01) (pt02) (pt03) |
SC |
Shell City |
Google Eyes and Smelly Knick Knacks (sc02) |
TR |
Trench |
Rock Slide (tr01) Now That We're Men (tr02) (tr03) |
TT |
Thug Tug |
Bubble Blowing Baby Hunt (tt01) No Weenie Parking Anytime (tt02) |