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Changes

From Final Fantasy Inside

FF8/Engine/WorldMapCamera

1,266 bytes added, 19:10, 16 May 2015
Camera OPCODE
===Camera OPCODE===
 
PRESENTED OPCODE'S ARE FOR STEAM RELEASE!
If no opcode for variable above, then this variable is mostly fixed and is not changed on world map itself. (This is for example static vars).
==Camera logical zoom==
FF8_EN.exe+5D7FA - mov [eax*4+FF8_EN.exe+18A927C],ecx
 
==Tangent Y==
FF8_EN.exe+15901F - add word ptr [FF8_EN.exe+1C3ED00],-10
FF8_EN.exe+15900F - add word ptr [FF8_EN.exe+1C3ED00],10
FF8_EN.exe+1584EA - add word ptr [FF8_EN.exe+1C3ED00],04
FF8_EN.exe+15902C - mov [FF8_EN.exe+1C3ED00],ax
FF8_EN.exe+15848D - mov [FF8_EN.exe+1C3ED00],ax
FF8_EN.exe+1584C4 - mov [FF8_EN.exe+1C3ED00],dx
*ADD applies tick to smooth camera going down logic
*MOV applies camera going up and additional operations
 
==Tangent X==
FF8_EN.exe+158676 - add [FF8_EN.exe+1C3ED02],ax
FF8_EN.exe+15873E - add [FF8_EN.exe+1C3ED02],ax
FF8_EN.exe+15871A - add [FF8_EN.exe+1C3ED02],ax
FF8_EN.exe+158936 - mov [ecx+0A],ax
 
*First ADD is applied on regular translation. The one that user can rotate in-game mainly
*Second ADD is applied on translations when character is going eg. right, and camera is set to front
*Third ADD is applied when Squall has moved enough in one direction, so the camera is rotated hardly
*Additional MOV is to finally check and correct camera rotation
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