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