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









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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
Platform:
GameCube
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.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.





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:

  • radar.bin is a GBA ROM.

  • There's bound to be at least a few more unused animations.




Contents




  • 1 Sub-Pages


  • 2 Debug Features


    • 2.1 Performance Metrics




  • 3 Unused Graphics


    • 3.1 Early Title Screen


    • 3.2 Unused Loading Screen


    • 3.3 Early Copyright




  • 4 Early Screenshots


    • 4.1 Bikini Bottom


    • 4.2 Chum World




  • 5 Unused Objects


    • 5.1 CHECKER2.TGA


    • 5.2 SCRIPT.TGA




  • 6 Unused Attacks


    • 6.1 Whirlpool




  • 7 Scrapped GBA Link Feature


  • 8 SDK Leftovers


    • 8.1 MIDI Files


    • 8.2 THP Videos




  • 9 Source Code Remnants


    • 9.1 engineABC_Message_Engine.h


    • 9.2 engineAnim_Symbol_Engine.h


    • 9.3 engineSound_Symbol_Engine.h


    • 9.4 gameABC_Message_Game.h


    • 9.5 gameAnim_Symbol_Game.h


    • 9.6 gameSound_Symbol_Game.h




  • 10 Unused Text


    • 10.1 Costume Tents


    • 10.2 Executable File


    • 10.3 vo_test.txt




  • 11 Miscellaneous


    • 11.1 Pyscho Crushaa!




  • 12 Version Differences




Sub-Pages





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

Unused Graphics


Early Title Screen


Sbrotfd SCREENS.png


SCREENS.DGC has an early title screen, from when the game didn't have a specific title.


Unused Loading Screen


Wow SpongeBob, great bevel tool!


LOADSCRN.DGC, a loading screen probably from the same build as the title screen, and with odd lighting.
The title and Nickelodeon logo appear to have been put through a bevel filter and the whole thing is noticeably stretched.


It's found in the files of every level.


Early Copyright











Early Final
Sbrevenge legalearly.png Sbrevenge legalfinal.png

SCREENS.DGC also has an earlier version of the legal screen. The only major differences are that it's copyright date is 2001, SpongeBob is moved down more, the background is darker and there's no "Licensed by Nintendo".


Early Screenshots





Hmmm...

To do:
Each world has an early screenshot hidden behind the tile puzzle.

The backgrounds of some of the tile puzzles are actually low-resolution screenshots of their respective levels from earlier builds of the game.


Bikini Bottom











Early Final
ROTFD-BB-TILEPUZZLE-BG-RESIZE.png SBRotFD Conch Street final.png

The background of the Bikini Bottom Tile Puzzle uses an early screenshot of Conch Street. There are many minor differences, but the only major ones are the absence of the area behind Patrick's Rock and the boat in front of SpongeBob's Pineapple. The boats likely drove around Bikini Bottom in early builds. The brightness of the skybox indicates that this is a screenshot of the PlayStation 2 version.


Chum World











Early Final
Sbrotfd-earlychumworld-resize.png Sbrotfd-earlychumworld-lineup.png

The Chum World Tile Puzzle uses a screenshot of the second Carnival Games area. The most striking difference here between the early and final versions is that Chum World took place at sunset instead of night. The presence of Krabby Patties throughout the area instead of Doubloons places this screenshot at an earlier point in development than the early Bikini Bottom screenshot.


Unused Objects




The red box under the Krusty Krab, along with three of the letter tiles for the area.


CHECKER2.TGA


Rotfd test checker.png


SCRIPT.TGA


Sbroftd yellowx.png


Given the name, its use is certainly related to the game's Python scripts, which it uses to drive various functionality in the game, such as the behavior of NPCs.



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!


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.







THP Videos


The two standard GameCube SDK .thp video files are present: Rebirth and (appropriately) a fish.






Source Code Remnants


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


engineABC_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


engineAnim_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


engineSound_Symbol_Engine.h



#ifndef SOUND_SYMBOL_ENGINE_H
#define SOUND_SYMBOL_ENGINE_H

enum
{
snd_default,
snd_engine_end
};

#endif //SOUND_SYMBOL_ENGINE_H


gameABC_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


gameAnim_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

gameSound_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

Miscellaneous


Pyscho Crushaa!


When using the Karate Gear, SpongeBob has a move that is very similar to M. Bison's Psycho Crusher, which first made its appearance along with the character in Street Fighter II. As it turns out, this move is actually called the Psycho Crusher in the game's executable!



CStateKaratePsychoCrusher

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. This was fixed in the GameCube version.

  • Lighting in the PlayStation 2 version seems to be lighter than in the GameCube version.

  • The PlayStation 2 version features the show's intro and a special DVD trailer, while the GameCube version does not.
    • This is strange, as the GameCube version actually has the files on the disc for both of these movies.


  • The PlayStation 2 version's tile puzzles feature SpongeBob's eyes transparent.







































































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