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Scripting and Reverse Engineering / [FFX] Battle camera animations?
« on: 2015-08-02 12:00:26 »
I have been trying to reverse engineer the battle abilities / skills from FFX and have made decent progress with regards to stats (power, calculation formulas, mp cost, etc.), flags (targets, elements, types, stealing, menu usability), names / descriptions, status infliction / removal rates and visual animations. There are still about 20 bytes of data per skill I haven't been able to decipher however. Also, there doesn't really seem to be much, if any, information on this available online for whatever reason, but I'm pretty sure there are people around who do posess this knowledge judging by youtube videos of "hacks" etc. If not, I'd be happy to share what I've found out.
Anyway, on to my question at hand.
It appears that the visual animations for skills have camera and character animations built-in (though as for the character's casting animation it seems this can sometimes, but not always, be changed by setting byte 25 in the skill data). Unfortunately this has the end result that most animations used for enemy skills tend to have the camera shift away from the targets and focus solely on the caster for the entire duration of the animation, which naturally isn't desirable. I was wondering if anybody know of a way to get around this (if indeed there is one without needing to find and modify the individual animation data itself). I have so far come up with nothing which is rather off-putting.
Anyway, on to my question at hand.
It appears that the visual animations for skills have camera and character animations built-in (though as for the character's casting animation it seems this can sometimes, but not always, be changed by setting byte 25 in the skill data). Unfortunately this has the end result that most animations used for enemy skills tend to have the camera shift away from the targets and focus solely on the caster for the entire duration of the animation, which naturally isn't desirable. I was wondering if anybody know of a way to get around this (if indeed there is one without needing to find and modify the individual animation data itself). I have so far come up with nothing which is rather off-putting.