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- PATH=.
- # Boot HIP file
- BOOT=HB00
- ShowMenuOnBoot = 1
- VideoSystemAutoDetect = 0
- VideoSystem = NTSC
- # Can the player get hurt ? 1 == YES, 0 == NO
- G.TakeDamage = 1
- # Delay timers on taking damage before you can take damage again
- G.DamageTimeHit = 1.5
- G.DamageTimeSurface = 1.5
- G.DamageTimeEGen = 1.5
- G.DamageSurfKnock = 1.75 # Must be non-zero
- G.DamageGiveHealthKnock = 1.75 # Zero to disable knockback by default
- # Cheats enabled?
- G.CheatSpongeball = 0
- G.CheatPlayerSwitch = 0
- # Can I always portal with the pause menu? 1 == YES, 0 == NO
- G.CheatAlwaysPortal = 0
- G.CheatFlyToggle = 0
- G.DisableForceConversation = 0
- # Initial inventory counts (useful for debugging)
- G.InitialShinyCount = 0
- G.InitialSpatulaCount = 0
- # Play music? 1 == YES, 0 == NO
- NoMusic=0
- # Report SFX sizes?
- SFXReport=0
- #-----------------------------------------------------------------
- # Global powerups -- can be given in game with the following
- # events (sent to player or dispatcher):
- # Give PowerUp 0 = BubbleBowl
- # Give PowerUp 1 = CruiseBubble
- #
- G.BubbleBowl = 0
- G.CruiseBubble = 0
- # Frame rate clamping
- # set to 0 for 60/50 fps, 2 for 30/25 fps, etc.
- minVSyncCnt = 0
- ## Profiling options:
- # '1'
- # '2'
- # - function level profiling
- # '3'
- # - assembly level profiling for specified routines
- # - For each of the following ProfFunc* use the full name of the
- # function/method to profile. (eg, hot spots identified by profile level 2)
- # - NOTE: 'X' and 'Circle' buttons are reserved in profiler mode
- # - ALSO: Debug controller 'Start' resets profile tracking
- # Profile=2
- # ProfFuncTriangle = IntersectBranch
- # ProfFuncSquare = IntersectLeaf
- # ProfFuncLeft =
- # ProfFuncRight =
- # ProfFuncUp =
- # ProfFuncDown =
- #-----------------------------------------------------------------
- # HIP/HOP loading
- # Enable HIP/HOP scene loading protocol? 1 == YES, 0 == NO
- EnableHipHopLoading = 1
- #--------------Full Game File---------------------------------
- # Task menu (says where to warp to for each task)
- Menu01 = HB 01 01 01 02 03 05 07 08 # The Neighborhood
- Menu02 = JF 01 01 02 02 03 03 04 04 # Jellyfish Fields
- Menu03 = BB 01 01 01 02 02 03 04 04 # Downtown Bikini Bottom
- Menu04 = GL 01 01 01 01 02 03 03 03 # Goo Lagoon
- Menu05 = B1 01 00 00 00 00 00 00 00 # Poseidome
- Menu06 = RB 01 01 01 01 02 03 03 03 # Rock Bottom
- Menu07 = BC 01 02 02 02 02 03 04 05 # Barnacle Cave
- Menu08 = SM 01 01 02 02 03 03 04 04 # Sand Mountain
- Menu09 = B2 01 00 00 00 00 00 00 00 # Industrial Park
- Menu10 = KF 01 01 02 02 04 04 05 05 # Kelp Forest
- Menu11 = GY 01 01 01 02 02 03 03 04 # Flying Dutchman's Graveyard
- Menu12 = DB 01 01 02 02 03 04 01 06 # Spongebob's Dream
- Menu13 = B3 02 03 00 00 00 00 00 00 # Chum Bucket Lab
- Menu14 = PS 01 01 01 01 01 01 01 01 # Patrick Sock Spatulas
- Menu15 = KS 01 01 01 01 01 01 01 01 # Mr Krabs Spatulas
- #-----------------------------------------------------------------
- # Camera system parameters
- zcam_pad_pyaw_scale = 0.18; # bigger number => faster yaw rotation about player
- zcam_pad_pitch_scale = 0.77; # bigger number => faster look up/down
- # near position:
- zcam_near_d = 3 # distance (relative to player)
- zcam_near_h = 1.8 # height (relative to player)
- zcam_near_pitch = 10 # pitch in degrees
- # far position:
- zcam_far_d = 5 # distance (relative to player)
- zcam_far_h = 3 # height (relative to player)
- zcam_far_pitch = 15 # pitch in degrees
- # zoomed in, above-looking-down position:
- zcam_above_d = 0.3 # distance (relative to player)
- zcam_above_h = 2.4 # height (relative to player)
- zcam_above_pitch = 68 # pitch in degrees
- # zoomed in, below-looking-up position:
- zcam_below_d = 0.65 # distance (relative to player)
- zcam_below_h = 0.2 # height (relative to player)
- zcam_below_pitch = -68 # pitch in degrees
- # high bounce camera
- zcam_highbounce_d = 0.2 # distance (relative to player)
- zcam_highbounce_h = 5.0 # height (relative to player)
- zcam_highbounce_pitch = 75 # pitch in degrees
- # Wall jump camera
- zcam_wall_d = 7.5 # distance (relative to player)
- zcam_wall_h = 2.0 # height (relative to player)
- zcam_wall_pitch = 18 # pitch in degrees
- # camera collision parameters
- xcam_collis_radius = 0.4; # bigger number (not > 0.5 please) should keep sb in frame better.
- xcam_collis_stiffness = 0.3; # bigger number (keep it between 0 and 1) moves quicker in response.
- # "smart" camera rotation parameters (camera "over-rotates" to
- # get around behind player when he's running sideways or backwards)
- zcam_overrot_min = 25 # angle at which rotation adjustment starts (0 degrees = forward)
- zcam_overrot_mid = 90 # angle at which rotation adjustment peaks
- zcam_overrot_max = 170 # angle at which rotation adjustment goes back to zero (180=straight back)
- zcam_overrot_rate = 0.1 # rotation speed factor -- keep this small, set to zero to disable
- zcam_overrot_tstart = 1.5 # time where rotation starts while holding down stick
- zcam_overrot_tend = 2.5 # time where rotation peaks while holding down stick
- zcam_overrot_velmin = 3.0 # minimum velocity to cause rotation to adjust
- zcam_overrot_velmax = 5.0 # maximum velocity to cause rotation to adjust
- zcam_overrot_tmanual = 1.5 # extra time rotation is disabled when manual camera controls used
- #--------------------------------------------------------------------------------
- # Skip times (when player can use button press to skip something)
- #--------------------------------------------------------------------------------
- gSkipTimeCutscene = 1.0 # Minimum of 1.0 allowed
- gSkipTimeFlythrough = 1.0
- #-----------------------------------------------------------------
- # Tuning values for player character:
- # Anything with a "G" prefix is a global setting (affects all
- # characters). The other character prefixes are "SB", "Sandy",
- # and "Patrick".
- #
- G.AnalogMin = 32
- G.AnalogMax = 110
- #-----------------------------------------------------------------
- # Sundae powerup info timeout
- G.SundaeTime = 10.0
- G.SundaeMult = 1.5
- #-----------------------------------------------------------------
- # Shiny Object Values
- G.ShinyValuePurple = 50
- G.ShinyValueBlue = 10
- G.ShinyValueGreen = 5
- G.ShinyValueYellow = 2
- G.ShinyValueRed = 1
- #-----------------------------------------------------------------
- # Shiny Object Values for Combos
- G.ShinyValueCombo0 = 0 # These first two should be the same
- G.ShinyValueCombo1 = 0
- G.ShinyValueCombo2 = 2
- G.ShinyValueCombo3 = 3 # These two should be the same as well
- G.ShinyValueCombo4 = 3 # because they use the same textbox
- G.ShinyValueCombo5 = 5
- G.ShinyValueCombo6 = 10
- G.ShinyValueCombo7 = 15
- G.ShinyValueCombo8 = 20
- G.ShinyValueCombo9 = 25
- G.ShinyValueCombo10 = 30
- G.ShinyValueCombo11 = 40
- G.ShinyValueCombo12 = 50
- G.ShinyValueCombo13 = 60
- G.ShinyValueCombo14 = 75
- G.ShinyValueCombo15 = 100
- G.ComboTimer = 1.0
- #-----------------------------------------------------------------
- # Bubble Bash parameters:
- # Time is time to peak height (from launch), Delay is time before launch happens,
- # CVTime is duration of constant-velocity period, before gravity sets in.
- # As far as the animation goes, the transition to "Attack" animation
- # occurs as soon as "Start" animation finishes. transition to "Strike"
- # occurs when contact is detected, otherwise transitions to normal fall when
- # peak height is reached.
- #
- G.BBashTime = 0.315 # JPH: increased from 0.3 to compensate for code change
- G.BBashDelay = 0.25
- G.BBashCVTime = 0.215 # JPH: increased from 0.2 to compensate for code change
- G.BBashHeight = 3.3 # JPH: increased from 3 to compensate for code change
- G.BBounceSpeed = 15
- G.BSpinMinFrame = 0
- G.BSpinMaxFrame = 11
- # The radius of the damage ball at the center of the bubble wand
- G.BSpinRadius = 0.4
- G.SandyMeleeMinFrame = 1.0
- G.SandyMeleeMaxFrame = 9.0
- G.SandyMeleeRadius = 0.3
- G.BubbleBowlTimeDelay = 0.75
- G.BubbleBowlLaunchPosLeft = 0.0
- G.BubbleBowlLaunchPosUp = 1.0
- G.BubbleBowlLaunchPosAt = 1.5
- G.BubbleBowlLaunchVelLeft = 0.0
- G.BubbleBowlLaunchVelUp = 0.0
- G.BubbleBowlLaunchVelAt = 10.0
- G.BubbleBowlPercentIncrease = 0.85
- G.BubbleBowlMinSpeed = 0.6
- G.BubbleBowlMinRecoverTime = 0.15
- #-----------------------------------------------------------------
- # Track-sliding parameters:
- # - Slide acceleration scales from AccelStart down to AccelEnd as velocity
- # (in direction of slope) increases from AccelVelMin to AccelVelMax.
- # - velocity is directly boosted by a combination of AccelPlayerFwd and
- # AccelPlayerSide based on how much the player points the stick
- # in the downward direction.
- # - max speed increases from VelMaxStart to VelMaxEnd over
- # VelMaxIncTime, as long as actual speed stays >= max speed.
- # if speed falls below max speed, timer resets.
- # - air speed stays constant for AirHoldTime,
- # then drops to zero over AirSlowTime.
- # - that was the intention anyway... whats really happening now
- # is that normal air controls blend ON over AirHoldTime period,
- # with speed held constant, then
- # velocity blends OFF over subsequent AirSlowTime period.
- # (seems to work okay, but give us your thoughts.)
- # - same thing for the AirDbl*Time parameters, except these
- # apply to the double jump when sliding.
- # - VelDblBoost is boost to velocity applied on double jump,
- # in current direction (but not uphill).
- #
- # Recommendations for tweaking:
- # - AccelStart/End = increase to reduce time to accelerate from 0 - 11 m/s without stick control
- # - AccelPlayerFwd = increase to reduce time to accelerate from 0 - 11 m/s with stick pressed forward
- # - AccelPlayerBack = increase to reduce time to decelerate
- # - AccelPlayerSide = increase to improve turning
- # - VelMaxIncTime = reduce to reduce time to accelerate from 11 - 16 m/s without stick control
- # - VelMaxIncAccel = increase to reduce time to accelerate from 11 - 16 m/s with stick pressed forward
- #
- G.SlideAccelVelMin = 5
- G.SlideAccelVelMax = 10
- G.SlideAccelStart = 8 # Higher value reduces time from 0 - 11 m/s
- G.SlideAccelEnd = 3
- G.SlideAccelPlayerFwd = 5
- G.SlideAccelPlayerBack = 8
- G.SlideAccelPlayerSide = 22.5
- G.SlideVelMaxStart = 11
- G.SlideVelMaxEnd = 16
- G.SlideVelMaxIncTime = 4
- G.SlideVelMaxIncAccel = 1
- G.SlideAirHoldTime = 3
- G.SlideAirSlowTime = .75
- G.SlideAirDblHoldTime = 2
- G.SlideAirDblSlowTime = .5
- G.SlideVelDblBoost = 6
- #
- #G.SlideAirHoldTime = 0.75
- #G.SlideAirSlowTime = 3.0
- #G.SlideAirDblHoldTime = 0.5
- #G.SlideAirDblSlowTime = 2.0
- #G.SlideVelDblBoost = 6
- #---------------------------------------------------------
- # StartSlideAngle - Degrees of slope that scooby starts sliding on
- # StopSlideAngle - Degrees of slope that scooby stops sliding on
- # ... should be less than StartSlideAngle
- #
- G.StartSlideAngle = 20
- G.StopSlideAngle = 10
- #---------------------------------------------------------
- # RotMatchMaxAngle - Max degrees of slope that scooby will match
- # his orientation to
- # RotMatchMatchTime - Time (in seconds) it takes scooby to match the slope
- # RotMatchRelaxTime - Time (in seconds) it takes scooby to relax to
- # normal orientation (eg while in air)
- #
- G.RotMatchMaxAngle = 30
- G.RotMatchMatchTime = 0.1
- G.RotMatchRelaxTime = 0.3
- # Gravity for all characters
- G.Gravity = 30
- #---------------------------------------------------------
- # Patrick Pickup / Carry / Throw settings
- #
- Carry.MinDist = 0.675 # Min dist to detect item to pick up
- Carry.MaxDist = 1.900 # Max dist to detect item to pick up
- Carry.MinHeight = -0.2 # Min height to detect item
- Carry.MaxHeight = 0.4 # Max height to detect item
- Carry.MaxCosAngle = 45.0 # Angle to detect item to pick up
- Carry.ThrowMinDist = 1.5 # Min distance to autotarget for throwing
- Carry.ThrowMaxDist = 12.0 # Max distance to autotarget for throwing
- Carry.ThrowMinHeight = -3.0 # Min height to autotarget for throwing
- Carry.ThrowMaxHeight = 5.0 # Max height to autotarget for throwing
- Carry.ThrowMaxStack = 2.75 # Max height fruit can be stacked
- Carry.ThrowMaxCosAngle = 25.0 # Angle to autotarget
- Carry.GrabLerpMin = 0.0 # First interpolation frame for pickup animation
- Carry.GrabLerpMax = 0.2 # Last interpolation frame for pickup animation
- #---------------------------------------------------------
- # Global settings for throwable objects--note that these
- # are settings from where patrick actually releases the
- # object in the animation--so the actual height and distance
- # is somewhat higher. You'll have to fiddle with it...
- # Note that throw gravity is currently the same as normal
- # gravity in the scene, it could be changed though...
- #
- Carry.ThrowGravity = 50.0
- Carry.ThrowHeight = 3.0
- Carry.ThrowDistance = 10.0
- #---------------------------------------------------------
- # Fruit bounciness settings. The first two numbers are velocity
- # values over which the bounciness is decayed over time on the floor
- # (to make the fruit settle with fewer bounces). In other words, if the
- # fruit is moving 6.0 m/s (MAX) or more, it will bounce at the values shown.
- # As the velocity drops to 0.3 m/s (MIN), it will decay to zero--once it
- # reaches zero, the object stops its motion and comes to rest.
- #
- # Higher bounce values = more bounciness.
- # 1 == perfect reflection
- # 0 == no reflection
- #
- # Higher friction values = less friction (I know, it seems kinda backwards):
- # 1 == frictionless (object will slide forever)
- # 0 == infinite friction (object stops on a dime)
- #
- # Note that off ceilings and walls, there is no friction. If you wanted to
- # change the fruit so that it bounces "in place" where it first lands, you
- # could set the FruitFloorFriction to "0". This might make puzzles where
- # you have to transport objects across gaps easier.
- #
- Carry.FruitFloorDecayMin = 0.3
- Carry.FruitFloorDecayMax = 6.0
- Carry.FruitFloorBounce = 0.15
- Carry.FruitFloorFriction = 0.4
- Carry.FruitCeilingBounce = 0.1
- Carry.FruitWallBounce = 0.5
- # Fruit lifetime in seconds. Note that it takes around 0.75 seconds to pickup
- # and 0.75 seconds to throw for Patrick (with current animations which have
- # been accelerated somewhat).
- #
- Carry.FruitLifetime = 15.0
- # Special moves for the characters
- eSPECIAL_Slippers = 0 # First sneak
- eSPECIAL_LampShade = 0 # First disguise
- eSPECIAL_Spring = 1 # Double jump
- eSPECIAL_FootballHelmet = 0 # Headbutt
- eSPECIAL_StickyBoots = 0 # Anti-sticky boots
- eSPECIAL_LightningBolt = 1 # Buttsmash
- eSPECIAL_LightningBoltStun = 0 # Buttsmash Stun
- eSPECIAL_Plungers = 0 # Anti-slippery
- eSPECIAL_Shovel = 0 # Dig powerup
- eSPECIAL_Umbrella = 0 # Floating
- eSPECIAL_BubbleGum = 0 # Spits wads of sticky/bouncy gum
- eSPECIAL_SoapBar = 0 # Spits soap bubbles
- eSPECIAL_BlackKnight = 0 # Second disguise
- eSPECIAL_FlowerPot = 0 # Are these last two being used?
- eSPECIAL_DivingHelmet = 0 # Last disguise (that you don't use?)
- #--------------------------------------------------------------------------------
- # SPONGEBOB SETTINGS
- #--------------------------------------------------------------------------------
- # Speed values for character. First value is minimum speed character can move,
- # any less than that and character turns in place. First to second is the walking
- # range, second to third is running range. The last 3 numbers are the
- # corresponding stick deflections for those speeds.
- #
- # SB.MoveSpeed = 0.6,2.5,5, 0.1,0.6,1.0 (E3 values)
- # Faster sneak
- SB.MoveSpeed = 0.6,4,5, 0.1,0.8,1.0
- # Anim speed values, first value is nominal movement speed of animation
- # assuming animation playing at normal speed. The next two values are
- # the minimum and maximum allowable speed the animation will play at.
- #
- SB.AnimSneak = 1, .6, 4
- SB.AnimWalk = 1, .6, 4
- SB.AnimRun = 4.0, .5, 1.5
- # Airborne parameters
- SB.JumpGravity = 5
- SB.GravSmooth = 0.2
- SB.FloatSpeed = 3
- SB.ButtsmashSpeed = 24
- # Jump parameters
- SB.Jump = 1.4, 0.1, 0.1
- SB.Double = 1.4, 0.1, 0.1
- SB.Bounce = 2, 0.3, 0.0
- SB.Spring = 3.5, 0.3, 0.0
- SB.Wall = 1.5, 0.3, 0.0
- SB.WallJumpVelocity = 7.0
- # Ledge hanging parameters
- # animGrab = time in animation (in frames) to where character is in contact with ledge
- # (time for interpolation from airborne position to grabbing position)
- SB.Ledge.animGrab = 3
- # Dampening factor for xz and y velocity while spinning. The higher this is, the less SB can
- # move when spinning.
- SB.spin_damp_xz = 15.0
- SB.spin_damp_y = 15.0
- # Model ordering indices for SB. Change these whenever the exporter chooses a different random order.
- SB.model_index.body = 1 #0
- SB.model_index.arm_l = 2 #1
- SB.model_index.arm_r = 3 #2
- SB.model_index.ass = 4 #3
- SB.model_index.underwear = 5 #4
- SB.model_index.wand = 0 #5
- SB.model_index.tongue = 6
- SB.model_index.bubble_helmet = 7
- SB.model_index.bubble_shoe_l = 8
- SB.model_index.bubble_shoe_r = 9
- SB.model_index.shadow_body = 10
- SB.model_index.shadow_arm_l = 11
- SB.model_index.shadow_arm_r = 12
- SB.model_index.shadow_wand = 13
- #--------------------------------------------------------------------------------
- # CRUISE BUBBLE SETTINGS
- #--------------------------------------------------------------------------------
- ##################################################################
- # Variables affecting the aiming state.
- ##################################################################
- # Distance of camera from player.
- SB.cb.aim.dist = 2.0
- # Height of camera above player.
- SB.cb.aim.height = 1.5
- # Vertical pitch of the camera, -90 to 90 degrees.
- SB.cb.aim.pitch = 0.0
- # Speed of the camera movement around center.
- SB.cb.aim.speed = 1.0
- # Time required to move between two positions.
- SB.cb.aim.move_time = 1.0
- ##################################################################
- # Variables affecting the camera attachment state.
- ##################################################################
- # Time to wait before moving the camera to the launch position. *Incomplete
- SB.cb.attach.wait_time = 1.0
- # Location relative to player to start the launch. *Incomplete.
- SB.cb.attach.offset.x = 1.0
- SB.cb.attach.offset.y = 2.0
- SB.cb.attach.offset.z = 0.0
- ##################################################################
- # Parameters affecting the missle while flying.
- ##################################################################
- # Missle acceleration.
- SB.cb.fly.accel = 6.0
- # Max missle velocity.
- SB.cb.fly.max_vel = 12.0
- # Field-of-view angle while flying.
- SB.cb.fly.fov = 100.0
- # Maximum time the missle can be in the air.
- SB.cb.fly.live_time = 6.0
- ##################################################################
- # Rotational flying parameters.
- ##################################################################
- # Horizontal turn speed.
- SB.cb.fly.turn.xdelta = 5.0
- # Vertical turn speed.
- SB.cb.fly.turn.ydelta = 4.0
- # Speed at which horizontal rotation decays. 0 to 1. A value of 0 never
- # stops turning, and a value of 1 stops immediately.
- SB.cb.fly.turn.xdecay = 0.99
- # Speed at which vertical rotation decays. 0 to 1. A value of 0 never
- # stops turning, and a value of 1 stops immediately.
- SB.cb.fly.turn.ydecay = 0.99
- # The vertical rotation boundary. 0 to 1. A value of 0 allows no
- # vertical rotation, and a value of 1 allows completely vertical rotation.
- SB.cb.fly.turn.ybound = 0.6
- # The fraction of turn speed applied to roll. A positive value rolls into
- # the turn, a negative value rolls out of the turn, and a 0 value does not
- # roll at all.
- SB.cb.fly.turn.roll_frac = 0.2
- ##################################################################
- # Parameters affecting collision distance.
- ##################################################################
- # Minimum distance to hit a non-enemy, non-environment object.
- SB.cb.fly.hit_dist.object = 0.2
- # Minimum distance to hit an enemy.
- SB.cb.fly.hit_dist.enemy = 0.2
- # Minimum distance to hit the environment.
- SB.cb.fly.hit_dist.env = 0.2
- ##################################################################
- # Parameters affecting the explosion state.
- ##################################################################
- # Delay before returning to player after explosion. *Incomplete.
- SB.cb.explode.wait_time = 1.0
- #--------------------------------------------------------------------------------
- # PATRICK SETTINGS
- #--------------------------------------------------------------------------------
- # Speed values for character. First value is minimum speed character can move,
- # any less than that and character turns in place. First to second is the walking
- # range, second to third is running range. The last 3 numbers are the
- # corresponding stick deflections for those speeds.
- #
- Patrick.MoveSpeed = 0.6,2.5,5, 0.1,0.6,1.0
- # Anim speed values, first value is nominal movement speed of animation
- # assuming animation playing at normal speed. The next two values are
- # the minimum and maximum allowable speed the animation will play at.
- #
- Patrick.AnimSneak = 1.5, .5, 2.5
- Patrick.AnimWalk = 1.5, .5, 2.5
- Patrick.AnimRun = 3.0, .5, 2.5
- # Airborne parameters
- Patrick.JumpGravity = 5
- Patrick.GravSmooth = 0.2
- Patrick.FloatSpeed = 3
- Patrick.ButtsmashSpeed = 24
- # Jump parameters
- Patrick.Jump = 1.5, 0.1, 0.1
- Patrick.Double = 1.5, 0.1, 0.1
- Patrick.Bounce = 2, 0.3, 0.0
- Patrick.Spring = 3.5, 0.3, 0.0
- # Ledge hanging parameters
- Patrick.Ledge.animGrab = 3
- #--------------------------------------------------------------------------------
- # SANDY SETTINGS
- #--------------------------------------------------------------------------------
- # Speed values for character. First value is minimum speed character can move,
- # any less than that and character turns in place. First to second is the walking
- # range, second to third is running range. The last 3 numbers are the
- # corresponding stick deflections for those speeds.
- #
- Sandy.MoveSpeed = 0.6,2.5,5, 0.1,0.6,1.0
- # Anim speed values, first value is nominal movement speed of animation
- # assuming animation playing at normal speed. The next two values are
- # the minimum and maximum allowable speed the animation will play at.
- #
- Sandy.AnimSneak = 1.5, .5, 2.5
- Sandy.AnimWalk = 1.5, .5, 2.5
- Sandy.AnimRun = 3.0, .5, 2.5
- # Airborne parameters
- Sandy.JumpGravity = 5
- Sandy.GravSmooth = 0.2
- Sandy.FloatSpeed = 3
- Sandy.ButtsmashSpeed = 24
- # Jump parameters
- Sandy.Jump = 1.5, 0.1, 0.1
- Sandy.Double = 1.5, 0.1, 0.1
- Sandy.Bounce = 2, 0.3, 0.0
- Sandy.Spring = 3.5, 0.3, 0.0
- # Ledge hanging parameters
- Sandy.Ledge.animGrab = 3
- #--------------------------------------------------------------------------------
- # PLAYER OUT-OF-BOUNDS STATE SETTINGS
- #--------------------------------------------------------------------------------
- # Time in seconds the player can be out of bounds. Range: greater than 0.
- #player.state.out_of_bounds.out_time = 9.0
- # Time in seconds required before out-of-bounds timer resets. Range: greater
- # than 0, less than out_time.
- #player.state.out_of_bounds.reset_time = 3.0
- # Distance of camera from player.
- #player.state.out_of_bounds.cam_dist = 3.0
- # Height of camera above player.
- #player.state.out_of_bounds.cam_height = 1.0
- # Time it takes the camera to reorient itself to zoom in and face SB.
- #player.state.out_of_bounds.reorient_time = 0.25
- # The resource identifier of the model.
- #player.state.out_of_bounds.hand_model = hand
- # Settings affecting how the hand moves while grabbing the player.
- #########################
- # The max velocity of the hand as it comes in. Range: greater than 0.
- #player.state.out_of_bounds.grab.in_vel = 1.0
- # The distance required for the hand to stop, as a fraction of the screen.
- # Controls how suddenly the hand stops. Range: 0 to 1.
- #player.state.out_of_bounds.grab.in_stop_dist = 0.05
- # The amount of time the hand waits before moving back out.
- #player.state.out_of_bounds.grab.wait_time = 0.5
- # The max velocity of the hand as it goes out. Range: greater than 0.
- #player.state.out_of_bounds.grab.out_vel = 0.5
- # The distance required for the hand to reach max velocity as it goes out,
- # as a fraction of the screen. Controls how suddenly the hand starts moving.
- # Range 0 to 1.
- #player.state.out_of_bounds.grab.out_start_dist = 0.1
- # On-screen position of the hand. This position is in 0 to 1 screen
- # coordinates, with (0, 0) at the top left and positive y going down.
- #player.state.out_of_bounds.grab.in_x = 0.0
- #player.state.out_of_bounds.grab.in_y = -0.25
- # The time that elapses before fade-out starts.
- #player.state.out_of_bounds.grab.fade_start_time = 2.0
- # The time required to fade to black.
- #player.state.out_of_bounds.grab.fade_time = 0.5
- # Settings affecting how the hand moves while dropping the player.
- ########################
- # The max velocity of the hand as it comes in. Range: greater than 0.
- #player.state.out_of_bounds.drop.in_vel = 0.5
- # The distance required for the hand to stop, as a fraction of the screen.
- # Controls how suddenly the hand stops. Range: 0 to 1.
- #player.state.out_of_bounds.drop.in_stop_dist = 0.1
- # The amount of time the hand waits before moving back out.
- #player.state.out_of_bounds.drop.wait_time = 0.5
- # The max velocity of the hand as it goes out. Range: greater than 0.
- #player.state.out_of_bounds.drop.out_vel = 1.0
- # The distance required for the hand to reach max velocity as it goes out,
- # as a fraction of the screen. Controls how suddenly the hand starts moving.
- # Range 0 to 1.
- #player.state.out_of_bounds.drop.out_start_dist = 0.05
- # On-screen position of the hand. This position is in 0 to 1 screen
- # coordinates, with (0, 0) at the top left and positive y going down.
- #player.state.out_of_bounds.drop.in_x = 0.0
- #player.state.out_of_bounds.drop.in_y = -0.25
- # The time that elapses before fading back in.
- player.state.out_of_bounds.drop.fade_start_time = 0.2
- # The time required to fade in from black.
- #player.state.out_of_bounds.drop.fade_time = 0.5
- # Starting position of the hand, outside the screen rectangle.
- #player.state.out_of_bounds.out_y = -1.0
- # Size scaling fractions.
- #player.state.out_of_bounds.hand_size_x = 0.5
- #player.state.out_of_bounds.hand_size_y = 0.5
- # Rotation of the hand, expressed as yaw, pitch, and roll.
- #player.state.out_of_bounds.hand_yaw = 0.0
- #player.state.out_of_bounds.hand_pitch = 0.0
- #player.state.out_of_bounds.hand_roll = 180.0
- #--------------------------------------------------------------------------------
- # SPONGEBOB UNDERWEAR-BUNGEE SETTINGS
- #--------------------------------------------------------------------------------
- # Uncomment any to change the default values.
- # The bottom fraction of the total distance for which the bottom apex animation
- # plays. Between 0 and 0.5
- #SB.state.bungee.bottom_anim_frac = 0.05
- # The top fraction of the total distance for which the bottom apex animation
- # plays. Between 0 and 0.5
- #SB.state.bungee.top_anim_frac = 0.1
- # Transition time going between bottom and normal animations.
- #SB.state.bungee.bottom_anim_time = 0.1
- # Transition time going between top and normal animations.
- #SB.state.bungee.top_anim_time = 0.1
- # Transition time going between hit and normal animations.
- #SB.state.bungee.hit_anim_time = 0.1
- # Multiplier affecting rotation induced when spongebob takes damage.
- #SB.state.bungee.damage_rot = 10.0
- # Time in seconds to delay before restarting after death.
- #SB.state.bungee.death_time = 3.0
- # Velocity-based blur intensity. Increase to blur more. 0 to 1 range.
- #SB.state.bungee.vel_blur = 0.0
- # Distance from camera at which the bungee cord fades in. 1 or higher.
- #SB.state.bungee.fade_dist = 2.0
- # Radius of the player, while bungeeing.
- #SB.state.bungee.player_radius = 1.0
- # Constants affecting the player's movement on the horizontal(x/z) plane.
- ########################
- # Padding around the edges of the player's movement. Increase this to ensure
- # that the player is able to reach all the way to the edges. I.e. since the
- # analog control pad does not go all the way to the extremes, increase this value
- # to narrow the control pad extremes. Valid values are between 0 and 0.25.
- #SB.state.bungee.horizontal.edge_zone = 0.05
- # Horizontal sway force. The higher this is, the easier it is for the player to
- # move.
- #SB.state.bungee.horizontal.sway = 3.0
- # The movement decay factor. Controls how much of the movement velocity is
- # kept per frame. Valid values are in the range 0 to 1,
- #SB.state.bungee.horizontal.decay = 0.95
- # Constants affecting the dive action.
- ########################
- # Time during which a dive accelerates. This value also specifies how quickly
- # SB animates into a dive.
- #SB.state.bungee.dive.time = 0.5
- # Specifies how long it takes for the dive to animate from the dive animation to
- # the normal cycle animation. This does not effect the time spent accelerating
- # downward.
- #SB.state.bungee.dive.anim_out_time = 0.5
- # The minimum and maximum distance between which the dive can take place,
- # expressed as a fraction of the player's vertical range. For instance, if
- # min_dist is .1, max_dist is .6, and the player's vertical movement is between
- # 10 and 110 meters from the hook, the player may dive at any time while between
- # 20 (10 + 100*.1) and 70 (10 + 100*.6) meters from the hook. Note that the
- # maximum distance must be greater than .5, since the player's rest position is
- # at .5, otherwise a dive would not be possible from a complete stop..
- #SB.state.bungee.dive.min_dist = 0.0
- #SB.state.bungee.dive.max_dist = 0.6
- # Playback options:
- # PlaybackMode: 0 - off, 1 - record, 2 - play, 3 - play and dump frames
- # PlaybackFile: sets the filename to dump playback data into
- # ScreenDumpPath sets the folder to dump into (for example, "c:\sb\dump\")
- # ScreenDumpStartFrame and ScreenDumpEndFrame set a frame range to dump
- # ForceCinematic: if > 0, plays the nth cinematic in the scene
- #
- # To record:
- # 1) Set PlaybackMode to 1
- # 2) Run the game (controller data will be saved internally)
- # 3) If you are happy with the recording, press triangle/Y on the debug
- # controller -- this will write the data to the PlaybackFile
- # 4) Rerun the game with PlaybackMode set to 2 or 3 to play or play/dump the frames
- PlaybackMode=0
- PlaybackFile=test.pbk
- ScreenDumpPath=c:\sb\dump\
- ScreenDumpStartFrame=0
- ScreenDumpEndFrame=65535
- ForceCinematic=0
- #--------------------------------------------------------------------------------
- # ScrFX Settings
- #--------------------------------------------------------------------------------
- ScrFxLetterBoxSize = 32.0 # y pixel height for each bar (top and bottom)
- ScrFxLetterBoxAlpha = 255 # 255 opaque, 0 completely transparent
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