Notes:The SpongeBob SquarePants Movie (GameCube, PlayStation 2, Xbox)
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.
Contents
Filetypes commonly found in .HOP files
.HOP files contain the assets of each level.
Filetype | Openable(?) | Program(s) | Notes |
---|---|---|---|
.anm.ANIM | Unknown | N/A | Animations for the models in that archive. |
.WAV.SND | Yes (PS2 only) | PSound | Sound effects. |
.COLL | No | N/A | Collision data for the level map. |
.CSN | Yes | QuickBMS
PSound (Audio, PS2 only) Script (PS2) (Models) |
Contains the models and sounds unique to a cutscene. |
.VAG.CSSS | Yes | Any text editor | Empty files. |
.CTOC | No | N/A | Unknown. Most likely stands for "cutscene table of contents." |
.JSP | Yes | QuickBMS | Level map(s). Based on a common format for RenderWare games, most likely a proprietary modification of .BSP. Neither script will work for all files. |
.jaw data.JAW | No | N/A | Unknown |
.lod table.LODT | No | N/A | Unknown. Has something to do with level maps, most likely stands for "level of detail table." |
.MAPR | No | N/A | Unknown. Has something to do with level maps, commonly found as "env material map." |
(.dff).MODL | Yes | DFF importer and exporter for 3ds Max 2009 - 2022 (Highly recommended, can import bones and UV maps correctly)
3D Object Converter (PS2 preferred) Any DFF model viewer |
.DFF models. Common type for RenderWare. When using the listed programs or a DFF model viewer, "(.dff).MODL" must be renamed to ".dff" for the files to work properly. |
.pipe info table.PIPT | No | N/A | Object rendering pipeline info, provides additional post effects for certain objects in each level. |
(.RW3).RWTX | Yes | Magic.TXD | Textures, correspond with the models found in that archive. |
.SHRP | No | N/A | Stands for "shrapnel," and are the multiple parts that make up any model that explodes in the game, usually found prefaced with "frag," standing for "fragment." |
.SNDI | No | N/A | Unknown, usually named "sound info." |
.WAV.SNDS | Yes | Industrial Park | Used for longer, compressed sounds like character dialogue and music. Empty in GameCube version, can be opened in PS2 and Xbox versions. |
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. Note that any files with coordinates in them 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 | Openable(?) | Program(s) | Notes |
---|---|---|---|
.ALST | No | N/A | Unknown. Most likely stands for "animation list." |
.ATBL.ATBL | No | N/A | Unknown. |
.BOUL | No | N/A | Stands for "boulder." Used for objects that hurt SpongeBob or Patrick. |
.BUTN | No | N/A | Buttons. |
.CAM | Yes | Hex editor | 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 | No | N/A | Unknown. Stands for "counter." |
.COND | No | N/A | Unknown. Stands for "conditional." |
.CSNM | No | N/A | Unknown. Stands for "cutscene manager." |
.DPAT | No | N/A | Unknown. Stands for "dispatcher." |
.DYNA | Yes | Hex editor | 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 | No | N/A | Unknown. Stands for "environment." |
.FLY | No | N/A | Unknown. Official stands for "fly," but used for flythroughs. |
.GRUP | No | N/A | Unknown. Stands for "group," and were most likely used to apply attributes to multiple objects at once when the game was built. |
.LKIT | No | N/A | Unknown. Stands for "light kit," and is probably used to light each scene. |
.MINF.MINF | No | N/A | Unknown. Corresponds to a model in the corresponding .HOP file. |
.MRKR | Yes | Hex editor | Stands for "marker," and contain coordinates to activate things when the player reaches those coordinates. |
.MVPT | No | N/A | Unknown. Stands for "move point." |
.PARE | No | N/A | Unknown. Stands for "particle emitter." |
.PARP | No | N/A | Unknown. |
.PARS | No | N/A | Unknown. |
.PKUP | Yes | Hex editor | 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 | Yes | Hex editor | 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 | Yes | Hex editor | 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 | No | N/A | Unknown. Stands for "portal." |
.RANM | No | N/A | Unknown. |
.SCRP | No | N/A | Unknown. Stands for "script." |
.SDFX (or .SFX) | No | N/A | Unknown. Officially stands for "SFX," an abbreviation of "sound effects." |
.SGRP | No | N/A | Unknown. Stands for "sound group." |
.SIMP | No | N/A | Unknown. Stands for "simple object," and contains collision data. |
.SURF | No | N/A | Out of bounds triggers. Stands for "surface." |
.TIMR | No | N/A | Unknown. Stands for "timer." |
.TRIG | Yes | Hex editor | Stands for "trigger," and works the same way as markers. |
.UIM | No | N/A | Unknown. |
.VIL | Yes | Hex editor | 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) |
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) |