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PATH=.
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3
# Boot HIP file
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BOOT=HB00
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ShowMenuOnBoot     	   = 1
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VideoSystemAutoDetect  = 0
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VideoSystem            = NTSC
9
10
# Can the player get hurt ?  1 == YES, 0 == NO
11
G.TakeDamage        = 1
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# Delay timers on taking damage before you can take damage again
14
G.DamageTimeHit     = 1.5
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G.DamageTimeSurface = 1.5
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G.DamageTimeEGen    = 1.5
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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
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# Can I always portal with the pause menu? 1 == YES, 0 == NO
24
G.CheatAlwaysPortal = 0
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G.CheatFlyToggle    = 0
26
G.DisableForceConversation = 0
27
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# Initial inventory counts (useful for debugging)
29
G.InitialShinyCount 	= 0
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G.InitialSpatulaCount	= 0
31
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# Play music?  1 == YES, 0 == NO
33
NoMusic=0
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# Report SFX sizes?
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SFXReport=0
36
37
#-----------------------------------------------------------------
38
# Global powerups -- can be given in game with the following
39
# events (sent to player or dispatcher):
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#      Give PowerUp 0 = BubbleBowl
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#      Give PowerUp 1 = CruiseBubble
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#
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G.BubbleBowl = 0
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G.CruiseBubble = 0
45
46
# Frame rate clamping
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# set to 0 for 60/50 fps, 2 for 30/25 fps, etc.
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minVSyncCnt = 0
49
50
## Profiling options:
51
# '1'
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# '2'
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# - function level profiling
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# '3'
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# - assembly level profiling for specified routines
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# - For each of the following ProfFunc* use the full name of the
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#   function/method to profile. (eg, hot spots identified by profile level 2)
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# - NOTE: 'X' and 'Circle' buttons are reserved in profiler mode
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# - ALSO: Debug controller 'Start' resets profile tracking
60
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# Profile=2
62
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# ProfFuncTriangle  = IntersectBranch
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# ProfFuncSquare    = IntersectLeaf
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# ProfFuncLeft      =
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# ProfFuncRight     =
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# ProfFuncUp        =
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# ProfFuncDown      =
69
70
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#-----------------------------------------------------------------
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)
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Menu01 = HB 01 01 01 02 03 05 07 08   # The Neighborhood
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Menu02 = JF 01 01 02 02 03 03 04 04   # Jellyfish Fields
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Menu03 = BB 01 01 01 02 02 03 04 04   # Downtown Bikini Bottom
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Menu04 = GL 01 01 01 01 02 03 03 03   # Goo Lagoon
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Menu05 = B1 01 00 00 00 00 00 00 00   # Poseidome
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Menu06 = RB 01 01 01 01 02 03 03 03   # Rock Bottom
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Menu07 = BC 01 02 02 02 02 03 04 05   # Barnacle Cave
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Menu08 = SM 01 01 02 02 03 03 04 04   # Sand Mountain
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Menu09 = B2 01 00 00 00 00 00 00 00   # Industrial Park
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Menu10 = KF 01 01 02 02 04 04 05 05   # Kelp Forest
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Menu11 = GY 01 01 01 02 02 03 03 04   # Flying Dutchman's Graveyard
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Menu12 = DB 01 01 02 02 03 04 01 06   # Spongebob's Dream
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Menu13 = B3 02 03 00 00 00 00 00 00   # Chum Bucket Lab
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Menu14 = PS 01 01 01 01 01 01 01 01   # Patrick Sock Spatulas
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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)
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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)
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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
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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