i'm trying to create a function that will map a characters position in the game to their position on screen. so i figure i need to know more about how the camera works.
according to the ssbm data sheet, 0x80452C7C holds the value the camera's vertical pivot. after probing around that memory space, i'm more inclined to believe that:
0x80452C7C is the x position (these addresses also seem equivalent: 0x80452C88, 0x80452CB4, and 0x80452CC0)
0x80452C80 is the y position (these addresses also seem equivalent: 0x80452C8C, 0x80452CB8, and 0x80452CC4)
0x80452C84 is the z position (these addresses also seem equivalent: 0x80452C90, 0x80452CBC, and 0x80452CC8)
however, trying to poke these addresses to different values doesn't seem to do anything so i'm guessing there's a in-game function that updates these values every frame.
i figure before i try to delve some more and perhaps repeat someone else's work, i would ask here to see if anyone here knows how to do what i'm trying to accomplish already, or if someone knows enough to perhaps lead me in the right direction.
thanks in advance!
also, am i wrong in using the following as each character's in-game position?
(0x80453090, 0x80453094) for player 1's position (this seems equivalent to (0x80453130* + 0x110, 0x80453130* + 0x114))
(0x80453F20, 0x80453F24) for player 2's position (this seems equivalent to (0x80453FC0* + 0x110, 0x80453FC0* + 0x114))
(0x80454DB0, 0x80454DB4) for player 3's position (this seems equivalent to (0x80454E50* + 0x110, 0x80454E50* + 0x114))
(0x80455C40, 0x80455C44) for player 4's position (this seems equivalent to (0x80455CE0* + 0x110, 0x80455CE0* + 0x114))
once again, if i'm wrong in any of this, i'd appreciate if someone would point that out :-p.
according to the ssbm data sheet, 0x80452C7C holds the value the camera's vertical pivot. after probing around that memory space, i'm more inclined to believe that:
0x80452C7C is the x position (these addresses also seem equivalent: 0x80452C88, 0x80452CB4, and 0x80452CC0)
0x80452C80 is the y position (these addresses also seem equivalent: 0x80452C8C, 0x80452CB8, and 0x80452CC4)
0x80452C84 is the z position (these addresses also seem equivalent: 0x80452C90, 0x80452CBC, and 0x80452CC8)
however, trying to poke these addresses to different values doesn't seem to do anything so i'm guessing there's a in-game function that updates these values every frame.
i figure before i try to delve some more and perhaps repeat someone else's work, i would ask here to see if anyone here knows how to do what i'm trying to accomplish already, or if someone knows enough to perhaps lead me in the right direction.
thanks in advance!
also, am i wrong in using the following as each character's in-game position?
(0x80453090, 0x80453094) for player 1's position (this seems equivalent to (0x80453130* + 0x110, 0x80453130* + 0x114))
(0x80453F20, 0x80453F24) for player 2's position (this seems equivalent to (0x80453FC0* + 0x110, 0x80453FC0* + 0x114))
(0x80454DB0, 0x80454DB4) for player 3's position (this seems equivalent to (0x80454E50* + 0x110, 0x80454E50* + 0x114))
(0x80455C40, 0x80455C44) for player 4's position (this seems equivalent to (0x80455CE0* + 0x110, 0x80455CE0* + 0x114))
once again, if i'm wrong in any of this, i'd appreciate if someone would point that out :-p.