yay, i was useful
![Tongue :P](https://forums.qhimm.com/Smileys/akyhne/tongue.gif)
. i will keep looking through 0x58-0x117 to see what i can learn. so far i have the air buster scene up (looking for ambush data), the initial mp scene (no escape, just checking to see whats all here, and the guard hound battle has back attack capability), as well as the triple MP scene, that holds the fights before cloud jumps onto the train (has two normal, and a side attack fight), just for hopefully pinpointing something.
the air buster scene, which has three air buster formations, only the first of which seems to be used, as it is the only one that doesn't have the generic 10-27-78-ec-70-17-00-00-90-01-2c-01 that appears in most normal battles (possibly normal formation info, there are four groups of 12 bytes, the first seemingly different from the others except in the extra air buster battles, then two which i think are the normal and special formation info, then a 12 byte filler, which may be for a third battle type, havent seen it in use yet). going to see what all happens when i change a group of this for the first fight in the game, since it is the easiest to reach, and is guaranteed), to see if the second two groups are camera data, and may help to find out the first group's data.
if you guys know anything, even something small, that'd be helpful
![Tongue :P](https://forums.qhimm.com/Smileys/akyhne/tongue.gif)
. lets figure this thing out
![Evil >:D](https://forums.qhimm.com/Smileys/akyhne/evil.gif)
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im beginning to see somewhat of a pattern, but it is too soon to know for sure. if you made a little addition to PrC to just display the raw data for now, or a simple program to make a hexdump of every scene in the scene.bin, then i know it would be much easier to decipher. i will see what i can do, with what i have now by testing the things in-game, since i cannot really sleep right now, considering my bed is soaked from it raining >_>.
my bad, deleted because of idiocy on my part *faceplam*
ok, from what i can tell, the info stored is only the camera data for the three types of battles, normal, the special formation (back attacks and such), and pre-emptive special formations. i noticed that the camera starts in the same original position each time, and moves however the battle setup 2 data tells it to, so the main battle setup holds the starting camera data, while the second one "should" just be camera data, i noticed nothing else different. here is a couple pics taken using different camera layouts:
safer/seraph sephiroth:
![](http://static1.filefront.com/images/personal/s/secondadvent/167186/aovdlvweir.thumb250.jpg)
lifeform hojo:
![](http://static1.filefront.com/images/personal/s/secondadvent/167186/eccuezwtow.thumb250.jpg)
guard scorpion:
![](http://static1.filefront.com/images/personal/s/secondadvent/167186/pyhouupwqf.thumb250.jpg)
sorry the pics are small, they shrunk much farther than they were <_<.
gonna mess around with the settings to see if i can narrow down the different axis and such, i think the victory scene's camera data is there as well, since it looked different than normal for the lifeform hojo battle, panning to view all three people, even though only cloud was there. get back with hopefully some decent results.
ok, i have some findings on the workings of the camera, they aren't extremely accurate as of yet, but more than i have seen anybody else put up
![Tongue :P](https://forums.qhimm.com/Smileys/akyhne/tongue.gif)
:
0x1 is the zoom, lower makes it zoom less, and higher zooms far in, and if far enough the camera will flip back around as it zooms out on the other side, showing the party on the left, enemy on the right
0x3 will lower the camera and tilt the angle upwards, giving a possible view from under the ground when the value is low, moves up high and angles downward for an aerial view when high.
0x5 pans the camera to the right, facing inward when low, and to the left facing in when high.
0x7 low barely zooms and turns the camera around, high zooms more, not turning around
0x9 moves the camera down, facing down when low, high facing up when high
0xb moves the camera right, facing right when low, left facing left when high
as you can see, there are two versions of each camera movement, ones that move a certain way turning to the center, and the oes moving the same way that pan to the outside.
0x0/2/4/6/8/a seem to be smaller tweaks to the ones next to them, because i can't really tell much of a difference when they are used. they may be the degree in which the camera curves for each following movement, but i havent tested yet. having all 00 or ff is the same, the camera moves directly forward, and into the ground, where you cannot see anything. i will test more tomorrow, i am kinda tired right now
![Tongue :P](https://forums.qhimm.com/Smileys/akyhne/tongue.gif)
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all that really needs checked is the even numbered ones, and the extra formations, to see which is bad special formations, and which are good specials. guess some of the more fun stuff is in the main battle setup
![Wink ;)](https://forums.qhimm.com/Smileys/akyhne/wink.gif)
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