Also, what do you mean when you say most of the camera positions are blank?
See the following quote (Am I allowed to quote myself...? I do wonder
)
Oh Yeah...progress...
the cam files so far seem to follow the exact same format as the camera part stored in the psx-dat files.
as an example the opening movie:
MD1STIN has the camera position:
pos:[3645.043,26981.36,403.863]
as we look in (PC) opening.cam we get for the position:
Name Size Frames Time(s)
opening.cam 71680 1792 119
frame x y z
1 0 0 0
2 0 0 0
3 0 0 0
4 0 0 0
5 0 0 0
6 0 0 0
followed by a lot of zero's untill...
1591 0 0 0
1592 0 0 0
1593 10377,97 -28726,81 27670,45
1594 9914,54 -27449,72 27358,42
1595 9476,735 -26188,21 27048,49
1596 9047,121 -24944,17 26737,11
1597 8643,798 -23723,99 26431,1
1598 8252,699 -22528,11 26122,06
1599 7873,735 -21352,95 25815,13
1600 7527,675 -20191,94 25509,73
1601 7188,344 -19060,5 25211,29
(skipped another part till nearly the end....)
1750 3666,385 26835,74 458,9414
1751 3664,919 26858,08 448,9878
1752 3660,714 26879,67 437,2393
1753 3661,381 26900,13 428,2839
1754 3653,734 26918,06 421,208
1755 3651,654 26933,62 417,0356
1756 3654,436 26947,35 413,5444
1757 3649,675 26959,18 411,0459
1758 3649,726 26969,06 408,1489
1759 3649,729 26975,61 403,9675
1760 3647,795 26979,12 405,0691
1761 3645,043 26981,36 403,863
1762 3645,043 26981,36 403,863
1763 3645,043 26981,36 403,863
1764 3645,043 26981,36 403,863
1765 3645,043 26981,36 403,863
1766 3645,043 26981,36 403,863
1767 3645,043 26981,36 403,863
1768 3645,043 26981,36 403,863
1769 3645,043 26981,36 403,863
1770 3645,043 26981,36 403,863
1771 3645,043 26981,36 403,863
1772 3645,043 26981,36 403,863
1773 3645,043 26981,36 403,863
1774 3645,043 26981,36 403,863
1775 3645,043 26981,36 403,863
1776 3645,043 26981,36 403,863
1777 3645,043 26981,36 403,863
1778 3645,043 26981,36 403,863
1779 3645,043 26981,36 403,863
1780 3645,043 26981,36 403,863
1781 3645,043 26981,36 403,863
1782 3645,043 26981,36 403,863
1783 3645,043 26981,36 403,863
1784 3645,043 26981,36 403,863
1785 3645,043 26981,36 403,863
1786 3645,043 26981,36 403,863
1787 3645,043 26981,36 403,863
1788 3645,043 26981,36 403,863
1789 3645,043 26981,36 403,863
1790 3645,043 26981,36 403,863
1791 3645,043 26981,36 403,863
1792 3645,043 26981,36 403,863
if we take a look above....
pos:[3645.043,26981.36,403.863]
1792 3645,04326981,36403,863
So we have a match
thanx to the reversing of Akari i must add.
http://forums.qhimm.com/index.php?topic=5771.0
for reference.
Finally, some results
Some questions though:
Is the movement smooth, or do you just get one camera position per frame? (at the low-ish framerate, that's not too good). If so, is there any way to make it smoother?
The current framerate is 15 fps (as original) to check if the data matches up to the movie.
The movement is not really smooth at least in the PC version, I haven't put any time in researching the psx files, but if you take a look at the final part of the intro in game, you'll notice some wobbeling shinra guys who try to stand still, so it is a bit jittery.
The data has positions per frame, so an extrapolation (or stretching of the frames and compile back into an 60 fps movie should not be a problem, how it holds up in the game....
But to make it 60fps Also the camera data needs to be altered, as in there the positions are stored to render the objects in front of the movie.