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→Camera data
|RealCameraTransform
|}
Explained:
EIDOS/Square did really made it a bit tougher for some reason-
1. Engine loads CameraSettings and CameraAnim pointers (the one you get after obtaining available Cameras, which is usually one only. I don't know what happens when there are two cameras)
2. Camera Animation Set holds collection of camera sequences designed for different monster spectrums. I don't know yet what triggers the engine to load which animation set, but I think this may be related to encounter data
3. After getting to specific anim you get the correct animation. It start's with 08 00 that indicates 8 pointers (including himself). Engine just skips over by 8*2 to get to data from which finally renders camera animation.
== Geometry ==