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1 | PATH=. | |
2 | ||
3 | # Boot HIP file | |
4 | BOOT=HB00 | |
5 | ||
6 | ShowMenuOnBoot = 1 | |
7 | VideoSystemAutoDetect = 0 | |
8 | VideoSystem = NTSC | |
9 | ||
10 | # Can the player get hurt ? 1 == YES, 0 == NO | |
11 | G.TakeDamage = 1 | |
12 | ||
13 | # Delay timers on taking damage before you can take damage again | |
14 | G.DamageTimeHit = 1.5 | |
15 | G.DamageTimeSurface = 1.5 | |
16 | G.DamageTimeEGen = 1.5 | |
17 | G.DamageSurfKnock = 1.75 # Must be non-zero | |
18 | G.DamageGiveHealthKnock = 1.75 # Zero to disable knockback by default | |
19 | ||
20 | # Cheats enabled? | |
21 | G.CheatSpongeball = 0 | |
22 | G.CheatPlayerSwitch = 0 | |
23 | # Can I always portal with the pause menu? 1 == YES, 0 == NO | |
24 | G.CheatAlwaysPortal = 0 | |
25 | G.CheatFlyToggle = 0 | |
26 | G.DisableForceConversation = 0 | |
27 | ||
28 | # Initial inventory counts (useful for debugging) | |
29 | G.InitialShinyCount = 0 | |
30 | G.InitialSpatulaCount = 0 | |
31 | ||
32 | # Play music? 1 == YES, 0 == NO | |
33 | NoMusic=0 | |
34 | # Report SFX sizes? | |
35 | SFXReport=0 | |
36 | ||
37 | #----------------------------------------------------------------- | |
38 | # Global powerups -- can be given in game with the following | |
39 | # events (sent to player or dispatcher): | |
40 | # Give PowerUp 0 = BubbleBowl | |
41 | # Give PowerUp 1 = CruiseBubble | |
42 | # | |
43 | G.BubbleBowl = 0 | |
44 | G.CruiseBubble = 0 | |
45 | ||
46 | # Frame rate clamping | |
47 | # set to 0 for 60/50 fps, 2 for 30/25 fps, etc. | |
48 | minVSyncCnt = 0 | |
49 | ||
50 | ## Profiling options: | |
51 | # '1' | |
52 | # '2' | |
53 | # - function level profiling | |
54 | # '3' | |
55 | # - assembly level profiling for specified routines | |
56 | # - For each of the following ProfFunc* use the full name of the | |
57 | # function/method to profile. (eg, hot spots identified by profile level 2) | |
58 | # - NOTE: 'X' and 'Circle' buttons are reserved in profiler mode | |
59 | # - ALSO: Debug controller 'Start' resets profile tracking | |
60 | ||
61 | # Profile=2 | |
62 | ||
63 | # ProfFuncTriangle = IntersectBranch | |
64 | # ProfFuncSquare = IntersectLeaf | |
65 | # ProfFuncLeft = | |
66 | # ProfFuncRight = | |
67 | # ProfFuncUp = | |
68 | # ProfFuncDown = | |
69 | ||
70 | ||
71 | #----------------------------------------------------------------- | |
72 | # HIP/HOP loading | |
73 | # Enable HIP/HOP scene loading protocol? 1 == YES, 0 == NO | |
74 | EnableHipHopLoading = 1 | |
75 | ||
76 | #--------------Full Game File--------------------------------- | |
77 | # Task menu (says where to warp to for each task) | |
78 | Menu01 = HB 01 01 01 02 03 05 07 08 # The Neighborhood | |
79 | Menu02 = JF 01 01 02 02 03 03 04 04 # Jellyfish Fields | |
80 | Menu03 = BB 01 01 01 02 02 03 04 04 # Downtown Bikini Bottom | |
81 | Menu04 = GL 01 01 01 01 02 03 03 03 # Goo Lagoon | |
82 | Menu05 = B1 01 00 00 00 00 00 00 00 # Poseidome | |
83 | Menu06 = RB 01 01 01 01 02 03 03 03 # Rock Bottom | |
84 | Menu07 = BC 01 02 02 02 02 03 04 05 # Barnacle Cave | |
85 | Menu08 = SM 01 01 02 02 03 03 04 04 # Sand Mountain | |
86 | Menu09 = B2 01 00 00 00 00 00 00 00 # Industrial Park | |
87 | Menu10 = KF 01 01 02 02 04 04 05 05 # Kelp Forest | |
88 | Menu11 = GY 01 01 01 02 02 03 03 04 # Flying Dutchman's Graveyard | |
89 | Menu12 = DB 01 01 02 02 03 04 01 06 # Spongebob's Dream | |
90 | Menu13 = B3 02 03 00 00 00 00 00 00 # Chum Bucket Lab | |
91 | Menu14 = PS 01 01 01 01 01 01 01 01 # Patrick Sock Spatulas | |
92 | Menu15 = KS 01 01 01 01 01 01 01 01 # Mr Krabs Spatulas | |
93 | ||
94 | #----------------------------------------------------------------- | |
95 | # Camera system parameters | |
96 | ||
97 | zcam_pad_pyaw_scale = 0.18; # bigger number => faster yaw rotation about player | |
98 | zcam_pad_pitch_scale = 0.77; # bigger number => faster look up/down | |
99 | ||
100 | # near position: | |
101 | zcam_near_d = 3 # distance (relative to player) | |
102 | zcam_near_h = 1.8 # height (relative to player) | |
103 | zcam_near_pitch = 10 # pitch in degrees | |
104 | ||
105 | # far position: | |
106 | zcam_far_d = 5 # distance (relative to player) | |
107 | zcam_far_h = 3 # height (relative to player) | |
108 | zcam_far_pitch = 15 # pitch in degrees | |
109 | ||
110 | # zoomed in, above-looking-down position: | |
111 | zcam_above_d = 0.3 # distance (relative to player) | |
112 | zcam_above_h = 2.4 # height (relative to player) | |
113 | zcam_above_pitch = 68 # pitch in degrees | |
114 | ||
115 | # zoomed in, below-looking-up position: | |
116 | zcam_below_d = 0.65 # distance (relative to player) | |
117 | zcam_below_h = 0.2 # height (relative to player) | |
118 | zcam_below_pitch = -68 # pitch in degrees | |
119 | ||
120 | # high bounce camera | |
121 | zcam_highbounce_d = 0.2 # distance (relative to player) | |
122 | zcam_highbounce_h = 5.0 # height (relative to player) | |
123 | zcam_highbounce_pitch = 75 # pitch in degrees | |
124 | ||
125 | # Wall jump camera | |
126 | zcam_wall_d = 7.5 # distance (relative to player) | |
127 | zcam_wall_h = 2.0 # height (relative to player) | |
128 | zcam_wall_pitch = 18 # pitch in degrees | |
129 | ||
130 | # camera collision parameters | |
131 | xcam_collis_radius = 0.4; # bigger number (not > 0.5 please) should keep sb in frame better. | |
132 | xcam_collis_stiffness = 0.3; # bigger number (keep it between 0 and 1) moves quicker in response. | |
133 | ||
134 | # "smart" camera rotation parameters (camera "over-rotates" to | |
135 | # get around behind player when he's running sideways or backwards) | |
136 | zcam_overrot_min = 25 # angle at which rotation adjustment starts (0 degrees = forward) | |
137 | zcam_overrot_mid = 90 # angle at which rotation adjustment peaks | |
138 | zcam_overrot_max = 170 # angle at which rotation adjustment goes back to zero (180=straight back) | |
139 | zcam_overrot_rate = 0.1 # rotation speed factor -- keep this small, set to zero to disable | |
140 | zcam_overrot_tstart = 1.5 # time where rotation starts while holding down stick | |
141 | zcam_overrot_tend = 2.5 # time where rotation peaks while holding down stick | |
142 | zcam_overrot_velmin = 3.0 # minimum velocity to cause rotation to adjust | |
143 | zcam_overrot_velmax = 5.0 # maximum velocity to cause rotation to adjust | |
144 | zcam_overrot_tmanual = 1.5 # extra time rotation is disabled when manual camera controls used | |
145 | ||
146 | ||
147 | #-------------------------------------------------------------------------------- | |
148 | # Skip times (when player can use button press to skip something) | |
149 | #-------------------------------------------------------------------------------- | |
150 | gSkipTimeCutscene = 1.0 # Minimum of 1.0 allowed | |
151 | gSkipTimeFlythrough = 1.0 | |
152 | ||
153 | ||
154 | #----------------------------------------------------------------- | |
155 | # Tuning values for player character: | |
156 | # Anything with a "G" prefix is a global setting (affects all | |
157 | # characters). The other character prefixes are "SB", "Sandy", | |
158 | # and "Patrick". | |
159 | # | |
160 | G.AnalogMin = 32 | |
161 | G.AnalogMax = 110 | |
162 | ||
163 | #----------------------------------------------------------------- | |
164 | # Sundae powerup info timeout | |
165 | G.SundaeTime = 10.0 | |
166 | G.SundaeMult = 1.5 | |
167 | ||
168 | ||
169 | ||
170 | #----------------------------------------------------------------- | |
171 | # Shiny Object Values | |
172 | G.ShinyValuePurple = 50 | |
173 | G.ShinyValueBlue = 10 | |
174 | G.ShinyValueGreen = 5 | |
175 | G.ShinyValueYellow = 2 | |
176 | G.ShinyValueRed = 1 | |
177 | ||
178 | #----------------------------------------------------------------- | |
179 | # Shiny Object Values for Combos | |
180 | ||
181 | G.ShinyValueCombo0 = 0 # These first two should be the same | |
182 | G.ShinyValueCombo1 = 0 | |
183 | G.ShinyValueCombo2 = 2 | |
184 | G.ShinyValueCombo3 = 3 # These two should be the same as well | |
185 | G.ShinyValueCombo4 = 3 # because they use the same textbox | |
186 | G.ShinyValueCombo5 = 5 | |
187 | G.ShinyValueCombo6 = 10 | |
188 | G.ShinyValueCombo7 = 15 | |
189 | G.ShinyValueCombo8 = 20 | |
190 | G.ShinyValueCombo9 = 25 | |
191 | G.ShinyValueCombo10 = 30 | |
192 | G.ShinyValueCombo11 = 40 | |
193 | G.ShinyValueCombo12 = 50 | |
194 | G.ShinyValueCombo13 = 60 | |
195 | G.ShinyValueCombo14 = 75 | |
196 | G.ShinyValueCombo15 = 100 | |
197 | G.ComboTimer = 1.0 | |
198 | ||
199 | ||
200 | ||
201 | ||
202 | #----------------------------------------------------------------- | |
203 | # Bubble Bash parameters: | |
204 | # Time is time to peak height (from launch), Delay is time before launch happens, | |
205 | # CVTime is duration of constant-velocity period, before gravity sets in. | |
206 | # As far as the animation goes, the transition to "Attack" animation | |
207 | # occurs as soon as "Start" animation finishes. transition to "Strike" | |
208 | # occurs when contact is detected, otherwise transitions to normal fall when | |
209 | # peak height is reached. | |
210 | # | |
211 | G.BBashTime = 0.315 # JPH: increased from 0.3 to compensate for code change | |
212 | G.BBashDelay = 0.25 | |
213 | G.BBashCVTime = 0.215 # JPH: increased from 0.2 to compensate for code change | |
214 | G.BBashHeight = 3.3 # JPH: increased from 3 to compensate for code change | |
215 | G.BBounceSpeed = 15 | |
216 | ||
217 | G.BSpinMinFrame = 0 | |
218 | G.BSpinMaxFrame = 11 | |
219 | # The radius of the damage ball at the center of the bubble wand | |
220 | G.BSpinRadius = 0.4 | |
221 | ||
222 | G.SandyMeleeMinFrame = 1.0 | |
223 | G.SandyMeleeMaxFrame = 9.0 | |
224 | G.SandyMeleeRadius = 0.3 | |
225 | ||
226 | G.BubbleBowlTimeDelay = 0.75 | |
227 | G.BubbleBowlLaunchPosLeft = 0.0 | |
228 | G.BubbleBowlLaunchPosUp = 1.0 | |
229 | G.BubbleBowlLaunchPosAt = 1.5 | |
230 | G.BubbleBowlLaunchVelLeft = 0.0 | |
231 | G.BubbleBowlLaunchVelUp = 0.0 | |
232 | G.BubbleBowlLaunchVelAt = 10.0 | |
233 | G.BubbleBowlPercentIncrease = 0.85 | |
234 | G.BubbleBowlMinSpeed = 0.6 | |
235 | G.BubbleBowlMinRecoverTime = 0.15 | |
236 | ||
237 | #----------------------------------------------------------------- | |
238 | # Track-sliding parameters: | |
239 | # - Slide acceleration scales from AccelStart down to AccelEnd as velocity | |
240 | # (in direction of slope) increases from AccelVelMin to AccelVelMax. | |
241 | # - velocity is directly boosted by a combination of AccelPlayerFwd and | |
242 | # AccelPlayerSide based on how much the player points the stick | |
243 | # in the downward direction. | |
244 | # - max speed increases from VelMaxStart to VelMaxEnd over | |
245 | # VelMaxIncTime, as long as actual speed stays >= max speed. | |
246 | # if speed falls below max speed, timer resets. | |
247 | # - air speed stays constant for AirHoldTime, | |
248 | # then drops to zero over AirSlowTime. | |
249 | # - that was the intention anyway... whats really happening now | |
250 | # is that normal air controls blend ON over AirHoldTime period, | |
251 | # with speed held constant, then | |
252 | # velocity blends OFF over subsequent AirSlowTime period. | |
253 | # (seems to work okay, but give us your thoughts.) | |
254 | # - same thing for the AirDbl*Time parameters, except these | |
255 | # apply to the double jump when sliding. | |
256 | # - VelDblBoost is boost to velocity applied on double jump, | |
257 | # in current direction (but not uphill). | |
258 | # | |
259 | # Recommendations for tweaking: | |
260 | # - AccelStart/End = increase to reduce time to accelerate from 0 - 11 m/s without stick control | |
261 | # - AccelPlayerFwd = increase to reduce time to accelerate from 0 - 11 m/s with stick pressed forward | |
262 | # - AccelPlayerBack = increase to reduce time to decelerate | |
263 | # - AccelPlayerSide = increase to improve turning | |
264 | # - VelMaxIncTime = reduce to reduce time to accelerate from 11 - 16 m/s without stick control | |
265 | # - VelMaxIncAccel = increase to reduce time to accelerate from 11 - 16 m/s with stick pressed forward | |
266 | # | |
267 | G.SlideAccelVelMin = 5 | |
268 | G.SlideAccelVelMax = 10 | |
269 | G.SlideAccelStart = 8 # Higher value reduces time from 0 - 11 m/s | |
270 | G.SlideAccelEnd = 3 | |
271 | G.SlideAccelPlayerFwd = 5 | |
272 | G.SlideAccelPlayerBack = 8 | |
273 | G.SlideAccelPlayerSide = 22.5 | |
274 | G.SlideVelMaxStart = 11 | |
275 | G.SlideVelMaxEnd = 16 | |
276 | G.SlideVelMaxIncTime = 4 | |
277 | G.SlideVelMaxIncAccel = 1 | |
278 | G.SlideAirHoldTime = 3 | |
279 | G.SlideAirSlowTime = .75 | |
280 | G.SlideAirDblHoldTime = 2 | |
281 | G.SlideAirDblSlowTime = .5 | |
282 | G.SlideVelDblBoost = 6 | |
283 | # | |
284 | #G.SlideAirHoldTime = 0.75 | |
285 | #G.SlideAirSlowTime = 3.0 | |
286 | #G.SlideAirDblHoldTime = 0.5 | |
287 | #G.SlideAirDblSlowTime = 2.0 | |
288 | #G.SlideVelDblBoost = 6 | |
289 | ||
290 | #--------------------------------------------------------- | |
291 | # StartSlideAngle - Degrees of slope that scooby starts sliding on | |
292 | # StopSlideAngle - Degrees of slope that scooby stops sliding on | |
293 | # ... should be less than StartSlideAngle | |
294 | # | |
295 | G.StartSlideAngle = 20 | |
296 | G.StopSlideAngle = 10 | |
297 | ||
298 | #--------------------------------------------------------- | |
299 | # RotMatchMaxAngle - Max degrees of slope that scooby will match | |
300 | # his orientation to | |
301 | # RotMatchMatchTime - Time (in seconds) it takes scooby to match the slope | |
302 | # RotMatchRelaxTime - Time (in seconds) it takes scooby to relax to | |
303 | # normal orientation (eg while in air) | |
304 | # | |
305 | G.RotMatchMaxAngle = 30 | |
306 | G.RotMatchMatchTime = 0.1 | |
307 | G.RotMatchRelaxTime = 0.3 | |
308 | ||
309 | # Gravity for all characters | |
310 | G.Gravity = 30 | |
311 | ||
312 | ||
313 | #--------------------------------------------------------- | |
314 | # Patrick Pickup / Carry / Throw settings | |
315 | # | |
316 | Carry.MinDist = 0.675 # Min dist to detect item to pick up | |
317 | Carry.MaxDist = 1.900 # Max dist to detect item to pick up | |
318 | Carry.MinHeight = -0.2 # Min height to detect item | |
319 | Carry.MaxHeight = 0.4 # Max height to detect item | |
320 | Carry.MaxCosAngle = 45.0 # Angle to detect item to pick up | |
321 | ||
322 | Carry.ThrowMinDist = 1.5 # Min distance to autotarget for throwing | |
323 | Carry.ThrowMaxDist = 12.0 # Max distance to autotarget for throwing | |
324 | Carry.ThrowMinHeight = -3.0 # Min height to autotarget for throwing | |
325 | Carry.ThrowMaxHeight = 5.0 # Max height to autotarget for throwing | |
326 | Carry.ThrowMaxStack = 2.75 # Max height fruit can be stacked | |
327 | Carry.ThrowMaxCosAngle = 25.0 # Angle to autotarget | |
328 | ||
329 | Carry.GrabLerpMin = 0.0 # First interpolation frame for pickup animation | |
330 | Carry.GrabLerpMax = 0.2 # Last interpolation frame for pickup animation | |
331 | ||
332 | #--------------------------------------------------------- | |
333 | # Global settings for throwable objects--note that these | |
334 | # are settings from where patrick actually releases the | |
335 | # object in the animation--so the actual height and distance | |
336 | # is somewhat higher. You'll have to fiddle with it... | |
337 | # Note that throw gravity is currently the same as normal | |
338 | # gravity in the scene, it could be changed though... | |
339 | # | |
340 | Carry.ThrowGravity = 50.0 | |
341 | Carry.ThrowHeight = 3.0 | |
342 | Carry.ThrowDistance = 10.0 | |
343 | ||
344 | ||
345 | #--------------------------------------------------------- | |
346 | # Fruit bounciness settings. The first two numbers are velocity | |
347 | # values over which the bounciness is decayed over time on the floor | |
348 | # (to make the fruit settle with fewer bounces). In other words, if the | |
349 | # fruit is moving 6.0 m/s (MAX) or more, it will bounce at the values shown. | |
350 | # As the velocity drops to 0.3 m/s (MIN), it will decay to zero--once it | |
351 | # reaches zero, the object stops its motion and comes to rest. | |
352 | # | |
353 | # Higher bounce values = more bounciness. | |
354 | # 1 == perfect reflection | |
355 | # 0 == no reflection | |
356 | # | |
357 | # Higher friction values = less friction (I know, it seems kinda backwards): | |
358 | # 1 == frictionless (object will slide forever) | |
359 | # 0 == infinite friction (object stops on a dime) | |
360 | # | |
361 | # Note that off ceilings and walls, there is no friction. If you wanted to | |
362 | # change the fruit so that it bounces "in place" where it first lands, you | |
363 | # could set the FruitFloorFriction to "0". This might make puzzles where | |
364 | # you have to transport objects across gaps easier. | |
365 | # | |
366 | Carry.FruitFloorDecayMin = 0.3 | |
367 | Carry.FruitFloorDecayMax = 6.0 | |
368 | Carry.FruitFloorBounce = 0.15 | |
369 | Carry.FruitFloorFriction = 0.4 | |
370 | Carry.FruitCeilingBounce = 0.1 | |
371 | Carry.FruitWallBounce = 0.5 | |
372 | ||
373 | # Fruit lifetime in seconds. Note that it takes around 0.75 seconds to pickup | |
374 | # and 0.75 seconds to throw for Patrick (with current animations which have | |
375 | # been accelerated somewhat). | |
376 | # | |
377 | Carry.FruitLifetime = 15.0 | |
378 | ||
379 | ||
380 | ||
381 | # Special moves for the characters | |
382 | eSPECIAL_Slippers = 0 # First sneak | |
383 | eSPECIAL_LampShade = 0 # First disguise | |
384 | eSPECIAL_Spring = 1 # Double jump | |
385 | eSPECIAL_FootballHelmet = 0 # Headbutt | |
386 | eSPECIAL_StickyBoots = 0 # Anti-sticky boots | |
387 | eSPECIAL_LightningBolt = 1 # Buttsmash | |
388 | eSPECIAL_LightningBoltStun = 0 # Buttsmash Stun | |
389 | eSPECIAL_Plungers = 0 # Anti-slippery | |
390 | eSPECIAL_Shovel = 0 # Dig powerup | |
391 | eSPECIAL_Umbrella = 0 # Floating | |
392 | eSPECIAL_BubbleGum = 0 # Spits wads of sticky/bouncy gum | |
393 | eSPECIAL_SoapBar = 0 # Spits soap bubbles | |
394 | eSPECIAL_BlackKnight = 0 # Second disguise | |
395 | eSPECIAL_FlowerPot = 0 # Are these last two being used? | |
396 | eSPECIAL_DivingHelmet = 0 # Last disguise (that you don't use?) | |
397 | ||
398 | ||
399 | ||
400 | ||
401 | #-------------------------------------------------------------------------------- | |
402 | # SPONGEBOB SETTINGS | |
403 | #-------------------------------------------------------------------------------- | |
404 | # Speed values for character. First value is minimum speed character can move, | |
405 | # any less than that and character turns in place. First to second is the walking | |
406 | # range, second to third is running range. The last 3 numbers are the | |
407 | # corresponding stick deflections for those speeds. | |
408 | # | |
409 | ||
410 | # SB.MoveSpeed = 0.6,2.5,5, 0.1,0.6,1.0 (E3 values) | |
411 | ||
412 | # Faster sneak | |
413 | SB.MoveSpeed = 0.6,4,5, 0.1,0.8,1.0 | |
414 | ||
415 | # Anim speed values, first value is nominal movement speed of animation | |
416 | # assuming animation playing at normal speed. The next two values are | |
417 | # the minimum and maximum allowable speed the animation will play at. | |
418 | # | |
419 | SB.AnimSneak = 1, .6, 4 | |
420 | SB.AnimWalk = 1, .6, 4 | |
421 | SB.AnimRun = 4.0, .5, 1.5 | |
422 | ||
423 | # Airborne parameters | |
424 | SB.JumpGravity = 5 | |
425 | SB.GravSmooth = 0.2 | |
426 | SB.FloatSpeed = 3 | |
427 | SB.ButtsmashSpeed = 24 | |
428 | ||
429 | # Jump parameters | |
430 | SB.Jump = 1.4, 0.1, 0.1 | |
431 | SB.Double = 1.4, 0.1, 0.1 | |
432 | SB.Bounce = 2, 0.3, 0.0 | |
433 | SB.Spring = 3.5, 0.3, 0.0 | |
434 | SB.Wall = 1.5, 0.3, 0.0 | |
435 | SB.WallJumpVelocity = 7.0 | |
436 | ||
437 | # Ledge hanging parameters | |
438 | # animGrab = time in animation (in frames) to where character is in contact with ledge | |
439 | # (time for interpolation from airborne position to grabbing position) | |
440 | SB.Ledge.animGrab = 3 | |
441 | ||
442 | # Dampening factor for xz and y velocity while spinning. The higher this is, the less SB can | |
443 | # move when spinning. | |
444 | SB.spin_damp_xz = 15.0 | |
445 | SB.spin_damp_y = 15.0 | |
446 | ||
447 | # Model ordering indices for SB. Change these whenever the exporter chooses a different random order. | |
448 | SB.model_index.body = 1 #0 | |
449 | SB.model_index.arm_l = 2 #1 | |
450 | SB.model_index.arm_r = 3 #2 | |
451 | SB.model_index.ass = 4 #3 | |
452 | SB.model_index.underwear = 5 #4 | |
453 | SB.model_index.wand = 0 #5 | |
454 | SB.model_index.tongue = 6 | |
455 | SB.model_index.bubble_helmet = 7 | |
456 | SB.model_index.bubble_shoe_l = 8 | |
457 | SB.model_index.bubble_shoe_r = 9 | |
458 | SB.model_index.shadow_body = 10 | |
459 | SB.model_index.shadow_arm_l = 11 | |
460 | SB.model_index.shadow_arm_r = 12 | |
461 | SB.model_index.shadow_wand = 13 | |
462 | ||
463 | ||
464 | #-------------------------------------------------------------------------------- | |
465 | # CRUISE BUBBLE SETTINGS | |
466 | #-------------------------------------------------------------------------------- | |
467 | ################################################################## | |
468 | # Variables affecting the aiming state. | |
469 | ################################################################## | |
470 | # Distance of camera from player. | |
471 | SB.cb.aim.dist = 2.0 | |
472 | # Height of camera above player. | |
473 | SB.cb.aim.height = 1.5 | |
474 | # Vertical pitch of the camera, -90 to 90 degrees. | |
475 | SB.cb.aim.pitch = 0.0 | |
476 | # Speed of the camera movement around center. | |
477 | SB.cb.aim.speed = 1.0 | |
478 | # Time required to move between two positions. | |
479 | SB.cb.aim.move_time = 1.0 | |
480 | ################################################################## | |
481 | # Variables affecting the camera attachment state. | |
482 | ################################################################## | |
483 | # Time to wait before moving the camera to the launch position. *Incomplete | |
484 | SB.cb.attach.wait_time = 1.0 | |
485 | # Location relative to player to start the launch. *Incomplete. | |
486 | SB.cb.attach.offset.x = 1.0 | |
487 | SB.cb.attach.offset.y = 2.0 | |
488 | SB.cb.attach.offset.z = 0.0 | |
489 | ################################################################## | |
490 | # Parameters affecting the missle while flying. | |
491 | ################################################################## | |
492 | # Missle acceleration. | |
493 | SB.cb.fly.accel = 6.0 | |
494 | # Max missle velocity. | |
495 | SB.cb.fly.max_vel = 12.0 | |
496 | # Field-of-view angle while flying. | |
497 | SB.cb.fly.fov = 100.0 | |
498 | # Maximum time the missle can be in the air. | |
499 | SB.cb.fly.live_time = 6.0 | |
500 | ################################################################## | |
501 | # Rotational flying parameters. | |
502 | ################################################################## | |
503 | # Horizontal turn speed. | |
504 | SB.cb.fly.turn.xdelta = 5.0 | |
505 | # Vertical turn speed. | |
506 | SB.cb.fly.turn.ydelta = 4.0 | |
507 | # Speed at which horizontal rotation decays. 0 to 1. A value of 0 never | |
508 | # stops turning, and a value of 1 stops immediately. | |
509 | SB.cb.fly.turn.xdecay = 0.99 | |
510 | # Speed at which vertical rotation decays. 0 to 1. A value of 0 never | |
511 | # stops turning, and a value of 1 stops immediately. | |
512 | SB.cb.fly.turn.ydecay = 0.99 | |
513 | # The vertical rotation boundary. 0 to 1. A value of 0 allows no | |
514 | # vertical rotation, and a value of 1 allows completely vertical rotation. | |
515 | SB.cb.fly.turn.ybound = 0.6 | |
516 | # The fraction of turn speed applied to roll. A positive value rolls into | |
517 | # the turn, a negative value rolls out of the turn, and a 0 value does not | |
518 | # roll at all. | |
519 | SB.cb.fly.turn.roll_frac = 0.2 | |
520 | ################################################################## | |
521 | # Parameters affecting collision distance. | |
522 | ################################################################## | |
523 | # Minimum distance to hit a non-enemy, non-environment object. | |
524 | SB.cb.fly.hit_dist.object = 0.2 | |
525 | # Minimum distance to hit an enemy. | |
526 | SB.cb.fly.hit_dist.enemy = 0.2 | |
527 | # Minimum distance to hit the environment. | |
528 | SB.cb.fly.hit_dist.env = 0.2 | |
529 | ################################################################## | |
530 | # Parameters affecting the explosion state. | |
531 | ################################################################## | |
532 | # Delay before returning to player after explosion. *Incomplete. | |
533 | SB.cb.explode.wait_time = 1.0 | |
534 | ||
535 | ||
536 | ||
537 | #-------------------------------------------------------------------------------- | |
538 | # PATRICK SETTINGS | |
539 | #-------------------------------------------------------------------------------- | |
540 | # Speed values for character. First value is minimum speed character can move, | |
541 | # any less than that and character turns in place. First to second is the walking | |
542 | # range, second to third is running range. The last 3 numbers are the | |
543 | # corresponding stick deflections for those speeds. | |
544 | # | |
545 | Patrick.MoveSpeed = 0.6,2.5,5, 0.1,0.6,1.0 | |
546 | ||
547 | # Anim speed values, first value is nominal movement speed of animation | |
548 | # assuming animation playing at normal speed. The next two values are | |
549 | # the minimum and maximum allowable speed the animation will play at. | |
550 | # | |
551 | Patrick.AnimSneak = 1.5, .5, 2.5 | |
552 | Patrick.AnimWalk = 1.5, .5, 2.5 | |
553 | Patrick.AnimRun = 3.0, .5, 2.5 | |
554 | ||
555 | # Airborne parameters | |
556 | Patrick.JumpGravity = 5 | |
557 | Patrick.GravSmooth = 0.2 | |
558 | Patrick.FloatSpeed = 3 | |
559 | Patrick.ButtsmashSpeed = 24 | |
560 | ||
561 | # Jump parameters | |
562 | Patrick.Jump = 1.5, 0.1, 0.1 | |
563 | Patrick.Double = 1.5, 0.1, 0.1 | |
564 | Patrick.Bounce = 2, 0.3, 0.0 | |
565 | Patrick.Spring = 3.5, 0.3, 0.0 | |
566 | ||
567 | # Ledge hanging parameters | |
568 | Patrick.Ledge.animGrab = 3 | |
569 | ||
570 | ||
571 | #-------------------------------------------------------------------------------- | |
572 | # SANDY SETTINGS | |
573 | #-------------------------------------------------------------------------------- | |
574 | # Speed values for character. First value is minimum speed character can move, | |
575 | # any less than that and character turns in place. First to second is the walking | |
576 | # range, second to third is running range. The last 3 numbers are the | |
577 | # corresponding stick deflections for those speeds. | |
578 | # | |
579 | Sandy.MoveSpeed = 0.6,2.5,5, 0.1,0.6,1.0 | |
580 | ||
581 | # Anim speed values, first value is nominal movement speed of animation | |
582 | # assuming animation playing at normal speed. The next two values are | |
583 | # the minimum and maximum allowable speed the animation will play at. | |
584 | # | |
585 | Sandy.AnimSneak = 1.5, .5, 2.5 | |
586 | Sandy.AnimWalk = 1.5, .5, 2.5 | |
587 | Sandy.AnimRun = 3.0, .5, 2.5 | |
588 | ||
589 | # Airborne parameters | |
590 | Sandy.JumpGravity = 5 | |
591 | Sandy.GravSmooth = 0.2 | |
592 | Sandy.FloatSpeed = 3 | |
593 | Sandy.ButtsmashSpeed = 24 | |
594 | ||
595 | # Jump parameters | |
596 | Sandy.Jump = 1.5, 0.1, 0.1 | |
597 | Sandy.Double = 1.5, 0.1, 0.1 | |
598 | Sandy.Bounce = 2, 0.3, 0.0 | |
599 | Sandy.Spring = 3.5, 0.3, 0.0 | |
600 | ||
601 | # Ledge hanging parameters | |
602 | Sandy.Ledge.animGrab = 3 | |
603 | ||
604 | ||
605 | #-------------------------------------------------------------------------------- | |
606 | # PLAYER OUT-OF-BOUNDS STATE SETTINGS | |
607 | #-------------------------------------------------------------------------------- | |
608 | ||
609 | # Time in seconds the player can be out of bounds. Range: greater than 0. | |
610 | #player.state.out_of_bounds.out_time = 9.0 | |
611 | # Time in seconds required before out-of-bounds timer resets. Range: greater | |
612 | # than 0, less than out_time. | |
613 | #player.state.out_of_bounds.reset_time = 3.0 | |
614 | # Distance of camera from player. | |
615 | #player.state.out_of_bounds.cam_dist = 3.0 | |
616 | # Height of camera above player. | |
617 | #player.state.out_of_bounds.cam_height = 1.0 | |
618 | # Time it takes the camera to reorient itself to zoom in and face SB. | |
619 | #player.state.out_of_bounds.reorient_time = 0.25 | |
620 | # The resource identifier of the model. | |
621 | #player.state.out_of_bounds.hand_model = hand | |
622 | ||
623 | # Settings affecting how the hand moves while grabbing the player. | |
624 | ######################### | |
625 | # The max velocity of the hand as it comes in. Range: greater than 0. | |
626 | #player.state.out_of_bounds.grab.in_vel = 1.0 | |
627 | # The distance required for the hand to stop, as a fraction of the screen. | |
628 | # Controls how suddenly the hand stops. Range: 0 to 1. | |
629 | #player.state.out_of_bounds.grab.in_stop_dist = 0.05 | |
630 | # The amount of time the hand waits before moving back out. | |
631 | #player.state.out_of_bounds.grab.wait_time = 0.5 | |
632 | # The max velocity of the hand as it goes out. Range: greater than 0. | |
633 | #player.state.out_of_bounds.grab.out_vel = 0.5 | |
634 | # The distance required for the hand to reach max velocity as it goes out, | |
635 | # as a fraction of the screen. Controls how suddenly the hand starts moving. | |
636 | # Range 0 to 1. | |
637 | #player.state.out_of_bounds.grab.out_start_dist = 0.1 | |
638 | # On-screen position of the hand. This position is in 0 to 1 screen | |
639 | # coordinates, with (0, 0) at the top left and positive y going down. | |
640 | #player.state.out_of_bounds.grab.in_x = 0.0 | |
641 | #player.state.out_of_bounds.grab.in_y = -0.25 | |
642 | # The time that elapses before fade-out starts. | |
643 | #player.state.out_of_bounds.grab.fade_start_time = 2.0 | |
644 | # The time required to fade to black. | |
645 | #player.state.out_of_bounds.grab.fade_time = 0.5 | |
646 | ||
647 | # Settings affecting how the hand moves while dropping the player. | |
648 | ######################## | |
649 | # The max velocity of the hand as it comes in. Range: greater than 0. | |
650 | #player.state.out_of_bounds.drop.in_vel = 0.5 | |
651 | # The distance required for the hand to stop, as a fraction of the screen. | |
652 | # Controls how suddenly the hand stops. Range: 0 to 1. | |
653 | #player.state.out_of_bounds.drop.in_stop_dist = 0.1 | |
654 | # The amount of time the hand waits before moving back out. | |
655 | #player.state.out_of_bounds.drop.wait_time = 0.5 | |
656 | # The max velocity of the hand as it goes out. Range: greater than 0. | |
657 | #player.state.out_of_bounds.drop.out_vel = 1.0 | |
658 | # The distance required for the hand to reach max velocity as it goes out, | |
659 | # as a fraction of the screen. Controls how suddenly the hand starts moving. | |
660 | # Range 0 to 1. | |
661 | #player.state.out_of_bounds.drop.out_start_dist = 0.05 | |
662 | # On-screen position of the hand. This position is in 0 to 1 screen | |
663 | # coordinates, with (0, 0) at the top left and positive y going down. | |
664 | #player.state.out_of_bounds.drop.in_x = 0.0 | |
665 | #player.state.out_of_bounds.drop.in_y = -0.25 | |
666 | # The time that elapses before fading back in. | |
667 | player.state.out_of_bounds.drop.fade_start_time = 0.2 | |
668 | # The time required to fade in from black. | |
669 | #player.state.out_of_bounds.drop.fade_time = 0.5 | |
670 | ||
671 | # Starting position of the hand, outside the screen rectangle. | |
672 | #player.state.out_of_bounds.out_y = -1.0 | |
673 | # Size scaling fractions. | |
674 | #player.state.out_of_bounds.hand_size_x = 0.5 | |
675 | #player.state.out_of_bounds.hand_size_y = 0.5 | |
676 | # Rotation of the hand, expressed as yaw, pitch, and roll. | |
677 | #player.state.out_of_bounds.hand_yaw = 0.0 | |
678 | #player.state.out_of_bounds.hand_pitch = 0.0 | |
679 | #player.state.out_of_bounds.hand_roll = 180.0 | |
680 | ||
681 | ||
682 | #-------------------------------------------------------------------------------- | |
683 | # SPONGEBOB UNDERWEAR-BUNGEE SETTINGS | |
684 | #-------------------------------------------------------------------------------- | |
685 | # Uncomment any to change the default values. | |
686 | ||
687 | # The bottom fraction of the total distance for which the bottom apex animation | |
688 | # plays. Between 0 and 0.5 | |
689 | #SB.state.bungee.bottom_anim_frac = 0.05 | |
690 | # The top fraction of the total distance for which the bottom apex animation | |
691 | # plays. Between 0 and 0.5 | |
692 | #SB.state.bungee.top_anim_frac = 0.1 | |
693 | # Transition time going between bottom and normal animations. | |
694 | #SB.state.bungee.bottom_anim_time = 0.1 | |
695 | # Transition time going between top and normal animations. | |
696 | #SB.state.bungee.top_anim_time = 0.1 | |
697 | # Transition time going between hit and normal animations. | |
698 | #SB.state.bungee.hit_anim_time = 0.1 | |
699 | # Multiplier affecting rotation induced when spongebob takes damage. | |
700 | #SB.state.bungee.damage_rot = 10.0 | |
701 | # Time in seconds to delay before restarting after death. | |
702 | #SB.state.bungee.death_time = 3.0 | |
703 | # Velocity-based blur intensity. Increase to blur more. 0 to 1 range. | |
704 | #SB.state.bungee.vel_blur = 0.0 | |
705 | # Distance from camera at which the bungee cord fades in. 1 or higher. | |
706 | #SB.state.bungee.fade_dist = 2.0 | |
707 | # Radius of the player, while bungeeing. | |
708 | #SB.state.bungee.player_radius = 1.0 | |
709 | ||
710 | # Constants affecting the player's movement on the horizontal(x/z) plane. | |
711 | ######################## | |
712 | # Padding around the edges of the player's movement. Increase this to ensure | |
713 | # that the player is able to reach all the way to the edges. I.e. since the | |
714 | # analog control pad does not go all the way to the extremes, increase this value | |
715 | # to narrow the control pad extremes. Valid values are between 0 and 0.25. | |
716 | #SB.state.bungee.horizontal.edge_zone = 0.05 | |
717 | # Horizontal sway force. The higher this is, the easier it is for the player to | |
718 | # move. | |
719 | #SB.state.bungee.horizontal.sway = 3.0 | |
720 | # The movement decay factor. Controls how much of the movement velocity is | |
721 | # kept per frame. Valid values are in the range 0 to 1, | |
722 | #SB.state.bungee.horizontal.decay = 0.95 | |
723 | ||
724 | # Constants affecting the dive action. | |
725 | ######################## | |
726 | # Time during which a dive accelerates. This value also specifies how quickly | |
727 | # SB animates into a dive. | |
728 | #SB.state.bungee.dive.time = 0.5 | |
729 | # Specifies how long it takes for the dive to animate from the dive animation to | |
730 | # the normal cycle animation. This does not effect the time spent accelerating | |
731 | # downward. | |
732 | #SB.state.bungee.dive.anim_out_time = 0.5 | |
733 | # The minimum and maximum distance between which the dive can take place, | |
734 | # expressed as a fraction of the player's vertical range. For instance, if | |
735 | # min_dist is .1, max_dist is .6, and the player's vertical movement is between | |
736 | # 10 and 110 meters from the hook, the player may dive at any time while between | |
737 | # 20 (10 + 100*.1) and 70 (10 + 100*.6) meters from the hook. Note that the | |
738 | # maximum distance must be greater than .5, since the player's rest position is | |
739 | # at .5, otherwise a dive would not be possible from a complete stop.. | |
740 | #SB.state.bungee.dive.min_dist = 0.0 | |
741 | #SB.state.bungee.dive.max_dist = 0.6 | |
742 | ||
743 | # Playback options: | |
744 | # PlaybackMode: 0 - off, 1 - record, 2 - play, 3 - play and dump frames | |
745 | # PlaybackFile: sets the filename to dump playback data into | |
746 | # ScreenDumpPath sets the folder to dump into (for example, "c:\sb\dump\") | |
747 | # ScreenDumpStartFrame and ScreenDumpEndFrame set a frame range to dump | |
748 | # ForceCinematic: if > 0, plays the nth cinematic in the scene | |
749 | # | |
750 | # To record: | |
751 | # 1) Set PlaybackMode to 1 | |
752 | # 2) Run the game (controller data will be saved internally) | |
753 | # 3) If you are happy with the recording, press triangle/Y on the debug | |
754 | # controller -- this will write the data to the PlaybackFile | |
755 | # 4) Rerun the game with PlaybackMode set to 2 or 3 to play or play/dump the frames | |
756 | PlaybackMode=0 | |
757 | PlaybackFile=test.pbk | |
758 | ScreenDumpPath=c:\sb\dump\ | |
759 | ScreenDumpStartFrame=0 | |
760 | ScreenDumpEndFrame=65535 | |
761 | ForceCinematic=0 | |
762 | ||
763 | ||
764 | #-------------------------------------------------------------------------------- | |
765 | # ScrFX Settings | |
766 | #-------------------------------------------------------------------------------- | |
767 | ScrFxLetterBoxSize = 32.0 # y pixel height for each bar (top and bottom) | |
768 | ScrFxLetterBoxAlpha = 255 # 255 opaque, 0 completely transparent |