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)