This page describes the save file format of Battle For Bikini Bottom.
Structure
TODO: Describe endianness and asset order, add movie and incredibles
If you're editing a GCI file (exported from Dolphin -> Memory Card Manager), it'll begin with the GCI header and banner + icon data. Assuming that's all still the default, the actual save file data should start at offset 0x5880.
Starting at 0x5880 are 0x200 null (0) bytes, then the string "SPONGEBOB:WHENROBOTSATTACK::RyanNeilDan", followed by 0x599 more null bytes.
The rest of the save file is structured in blocks, which have the following format:
Offset
Size
Type
Name
0x0
4
int
ID - (GDAT, LEDR, ROOM, etc.)
0x4
4
int
BlockSize - Size of the whole block, which includes padding bytes for alignment
0x8
4
int
BytesUsed Number of bytes actually used
Blocks are padded with the value 0xBF.
Block Types
GDAT
Offset
Size
Type
Name
0xC
4
int
Checksum (CRC-32 MPEG2)
BlockSize is always 1. Checksum is calculated using the same CRC-32 algorithm as the checksum for asset data in HIP archives on the rest of the save file, starting from the LEDR block. The checksum HAS to be correct or else you'll get a "load failed!" screen. You can also use an AR code to disable the checksum validation altogether (GameCube NTSC version only):
0403ed94 60000000
Use that and you can freely edit your save file without worrying about the checksum
LEDR
Offset
Size
Type
Name
0xC
64
char[]
gameLabel - The text to show for the save file. Bikini Bottom, Jellyfish Fields, etc.
0x4C
4
int
progress - The percentage of the game completed. Can be negative :O
0x54
8
long
gametime - Always null
0x5C
1
byte
thumbIconIdx - Which game thumbnail to show on the right
0 - Bikini Bottom
1 - Jellyfish Fields
2 - Downtown Bikini Bottom
3 - Goo Lagoon
4 - Poseidome
5 - Rock Bottom
6 - Mermalair
7 - Sand Mountain
8 - Industrial Park
9 - Kelp Forest
10 - Flying Dutchman's Graveyard
11 - SpongeBob's Dream
12 - Chum Bucket Lab
13 or higher - Bikini Bottom
0x64
22
char[]
"--TakeMeToYourLeader--"
ROOM
Offset
Size
Type
Name
0xC
4
int
SceneId - The last level you were in
PREF
Offset
Size
Type
Name
0xC
4
int
SoundMode - (0 = mono, 1 = stereo)
0x10
4
float
MusicVolume - (0-1)
0x14
4
float
SFXVolume - (0-1)
0x18
4
int
Rumble - (0 = off, 1 = on)
SVID
Offset
Size
Type
Name
0xC
4
int
version
Other Blocks
After this are a bunch of blocks containing "serialized" data, which are the game's way of storing persistent scene states as well as player and global counter states. The format is not easily editable with a hex editor because values are sometimes written as single bits, which offsets future values by the number of bits written, which causes values to cross byte boundaries.
Scene IDs
These can be B101, DB01, JF01, etc.
Contains saved states for every object with the persistent flag set. Scene ID blocks start with following structure:
Size (Bits)
Type
Name
1
Bit
Unknown - Always set?
32
float
offsetx
32
float
offsety
All xBase assets commence with an initial "Enabled" bit. xEnt assets store an additional "IsVisible" bit. After that, asset-specific bits, including the final value of a counter, the pressed or unpressed state of a button, the status of a taskbox etc. follow.
Trigger
Type (Size)
Bit (1)
Bit (1)
Name
Enabled
Visible
Pickup
Type (Size)
Bit (1)
Bit (1)
Bit (7)
Bit (1)
Name
Enabled
Visible
State
Flag
Env
Type (Size)
Bit (1)
Name
Enabled
Platform
Type (Size)
Bit (1)
Bit (1)
Name
Enabled
Visible
Camera
Type (Size)
Bit (1)
Name
Enabled
Static
Type (Size)
Bit (1)
Bit (1)
Name
Enabled
Visible
Movepoint
Type (Size)
Bit (1)
Name
Enabled
Timer
Type (Size)
Bit (1)
Byte (8)
Float (32)
Name
Enabled
State
SecondsLeft
Portal
Type (Size)
Bit (1)
Name
Enabled
Group
Type (Size)
Bit (1)
Name
Enabled
Pendulum
Type (Size)
Bit (1)
Bit (1)
Name
Enabled
Visible
SFX
Type (Size)
Bit (1)
Name
Enabled
Counter
Type (Size)
Bit (1)
Byte (8)
Short (16)
Name
Enabled
State
Count
Hangable
Type (Size)
Bit (1)
Bit (1)
Name
Enabled
Visible
Button
Type (Size)
Bit (1)
Bit (1)
Bit (1)
Bit (1)
Name
Enabled
Visible
Unknown
Unknown
Surface
Type (Size)
Bit (1)
Name
Enabled
DestructObj
Type (Size)
Bit (1)
Bit (1)
Int (32)
Name
Enabled
Visible
State
Gust
Type (Size)
Bit (1)
Name
Enabled
Volume
Type (Size)
Bit (1)
Name
Enabled
Dispatcher
Type (Size)
Bit (1)
Name
Enabled
Cond
Type (Size)
Bit (1)
Name
Enabled
UI
Type (Size)
Bit (1)
Bit (1)
Name
Enabled
Visible
UIFont
Type (Size)
Bit (1)
Bit (1)
Name
Enabled
Visible
Fog
Type (Size)
Bit (1)
Name
Enabled
Light
Type (Size)
Bit (1)
Name
Enabled
EGenerator
Type (Size)
Bit (1)
Bit (1)
Name
Enabled
Visible
Script
Type (Size)
Bit (1)
Name
Enabled
TeleportBox
Type (Size)
Bit (1)
Bit (1)
Bit (1)
Int (32)
Name
Enabled
Visible
Status
currPlrState
Taskbox
Type (Size)
Byte (8)
Name
State
Description
0 = BEGIN
1 = DESCRIPTION
2 = REMINDER
3 = SUCCESS
4 = FAILURE
5 = END
Taxi
Type (Size)
Bit (1)
Name
Enabled
CameraFly
Type (Size)
Bit (1)
Name
Enabled
CameraTweak
Type (Size)
Bit (1)
Name
Enabled
PLYR
Size (Bits)
Type
Description
1
bit
Unknown - Always set?
32
int
Max Health - (1 - 6, more is possible but only 6 underwear's will show up)
32
int
Current Character - (0 = Spongebob, 1 = Patrick, 2 = Sandy)
32
int
Total Shinies
32
int
Total Spatulas
8
bool
Bubble Bowl
8
bool
Cruise Bubble
960
int[15][2]
Sock and Pickup count for every level.
32
int
Total Socks
14
bit[14]
Played - Array storing a bit for every cutscene you already played (Unused/Scooby leftover?)
6
bit[6]
Unknown - Array storing an unknown "idiot level" persistent oob state bit
CNTR
Size (Bits)
Type
Description
1
bit
Unknown - Always set?
1600
short[15][]
2D Array for every pause menu spatula level counter value (mnu5). Counter values:
0 = Locked (?)
1 = Unlocked (Gray Spatula)
2 = Collected (Golden Spatula)
Array size for each level:
0 (HB) = 8
1 (JF) = 8
2 (BB) = 8
3 (GL) = 8
4 (B101) = 1
5 (RB) = 8
6 (BC) = 8
7 (SM) = 8
8 (B201) = 1
9 (KF) = 8
10 (GY) = 8
11 (DB) = 8
12 (B30x) = 2
13 (Pat Socks) = 8
14 (Krabs Spatula) = 8
240
short[15]
Robot counter values in mnu5 (HB09 ROBOT COUNTER XX)