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The SpongeBob SquarePants Movie (GameCube, PlayStation 2, Xbox)

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This page contains notes for the game The SpongeBob SquarePants Movie (GameCube, PlayStation 2, Xbox).

To do:
Find the rest of the filetypes.

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

Sliding Crown

PLD2.HIP

Driving

PLY2.HIP

SpongeBall

PLY4.HIP

SpongeBob

Manager

Yes

PLS1.HIP

Goober Hungover

PLS2.HIP

Normal

PLS3.HIP

Tuff Tug

PLS4.HIP

Trench Moustache

PLS5.HIP

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

Manager Dream

Yes

PLP1.HIP

Goober Hungover

PLP2.HIP

Normal

PLP3.HIP

Tuff Tug

PLP4.HIP

Trench Moustache

PLP5.HIP

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

Folder Abbreviations#

To do:
Get the rest of the missions and add them to this table.

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)
I'm Ready... Depression (bb03)

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)