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Camera Properties

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
camelot said:
shanus said:
Yeah, I always wanted to troubleshoot Kupo's camera codes, but a PSA fix would be awesome. Wouldn't you need to apply it to every subaction though, or does it just stay after setting it once?
There are attributes for the camera boundaries on characters. 5, actually... one for each side (front, back, top, bottom), and the fifth is just set at the opposite of whatever the bottom boundary is.

The "problem" I see with the camera is that it zooms out too far when characters are at different heights, but doesn't zoom out enough when they're at the same height. It also makes stages seem smaller than they really are.

Want an example? Go to Battlefield, and have one character stand on the bottom, and one on the top platform. Look at how much extra space it shows above and below the characters.

Basically, the camera boundaries on characters are too small in front/back, and too big on top/bottom. For example, I changed C. Falcon's camera boundaries around. C. Falcon's camera boundaries are normally 22, -9, 15.75, -10.5 (front, back, top, bottom). I switched them to 28, -17, 8, -5.

Just changing the camera boundaries on characters can improve the camera a lot. Haven't even looked at the camera properties code yet.

Here are the attributes in PSA if you want to try:

0x1FC Camera Front
0x200 Camera Back
0x204 Camera Top
0x208 Camera Bottom
0x20C Opposite of 0x208

shanus said:
If the camera one is easy, I can give you a hard one. I have *no idea* how you would do this, but implement moonwalking like in melee. Remember, we can also edit the components of actionIDs in fighter.pac (viewable in OSA) through codes, so if you make a working code on a per character basis in PSA, we can then convert it to a fighter.pac code to globally effect the cast.
No kidding it sounds hard, but I'll try to think of a way to do it.

So, people want to find good values for making the camera work better?
 
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