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From Final Fantasy Inside

FF8/Engine/WorldMapCamera

1,664 bytes added, 18:55, 16 May 2015
Created page with "==Camera detail== Camera on world map is set to look-at target. Look at target is Squall, that is read from chara.one in world.fs file. As the camera is look-at, then it wor..."
==Camera detail==
Camera on world map is set to look-at target. Look at target is Squall, that is read from chara.one in world.fs file.

As the camera is look-at, then it works and moves on "logic" sphere. Memory in FF8 is static. Camera memory starts soon after last face indice layout is hold. Is after 3-4 unknown NULL bytes.

===Camera build===
Remember! Values are '''little-endian'''!
{| border="1" cellspacing="1" cellpadding="3" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Offset
! style="background:rgb(204,204,204)" | Static memory address
! style="background:rgb(204,204,204)" | Default or medium value
! style="background:rgb(204,204,204)" | Type of value
! style="background:rgb(204,204,204)" | Description
|-
| 0
| 0x0203ECF8
| 0
| short (2 bytes signed)
| Camera Y axis translation. Camera.Location.Y = (Squall.Location + THIS);
|-
| 2
| 0x0203ECFA
| AB FE
| short (2 bytes signed)
| Camera X axis translation. Camera.Location.X = (Squall.Location.X + THIS);
|-
| 4
| 0x0203ECFC
| 00 E4 / 00 E0
| short (2 bytes signed)
| Distance between camera and look-at-target (physical)
|-
| 8
| 0x0203ED00
| ~FF 92
| uint16
| Operates camera tangent Y axis position. This is: hacking this to bird-fly view or like in RPG
|-
| 10
| 0x0203ED02
| ranges from 00 00 to 0F FF
| 12 bit
| Operates camera tangent Z axis position. This is: the same as rotating camera in-game
|-
| 12
| 0x0203ED04
| 00 00 (FF 0F max)
| 12 bit
| Camera root rotation. For up-side down example. 9-12th bit is irrelevant. (1111 1111 xxxx 1111)
|-
| 40
| 0x0203ED2C
| 0
| bool
| RESET CAMERA
|}

===Camera OPCODE===
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