Changes
From Final Fantasy Inside
736 bytes removed,
16:36, 26 June 2018
|-
|0
|UNKNOWNushort|UNKNOWNAnimPointer
|-
|8*2 (not quite sure why, but engine just skips 8*2 bytes)AnimPointer|UNKNOWNVaries|RealCameraTransform+ opcodes; ends with -1
|}
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 ==