Sonic Heroes/Camera Editing
From Sonic Retro
SCHG: Sonic Heroes |
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Main Article |
Mechanic Editing |
DOL Editing |
Model Editing |
Collision Format Model Format |
Level Editing |
Camera Editing |
Particle Editing |
Particle Editing |
Sound Editing |
Music List |
SCHG How-Tos |
Custom Object Material Effect Tutorial |
Camera layouts are stored in big endian sLL_cam.bin (or stgLL_cam.bin) files, where LL is the level number. On PC and Xbox, they are located in the /dvdroot folder. Heroes Power Plant includes a Camera Editor tools which allows you to preview and edit these files.
Contents
File layout
Each camera entry is 0x9C bytes long, and there are 512 entries in each file. Many entries are blank, however, so the stages use less cameras. The 0x9C bytes of each entry are divided into variables which occupy 4 bytes of space, for a total of 39 variables. They are either longs or floats.
Camera Entry
Number | Type | Description |
---|---|---|
1 | Long | Camera Type |
2 | Long | Camera Speed |
3 | Long | Unknown |
4 | Long | Activation Type |
5 | Long | Trigger Type |
6 | Float | Trigger X Position |
7 | Float | Trigger Y Position |
8 | Float | Trigger Z Position |
9 | Long | Trigger X Rotation |
10 | Long | Trigger Y Rotation |
11 | Long | Trigger Z Rotation |
12 | Float | Trigger X Scale |
13 | Float | Trigger Y Scale |
14 | Float | Trigger Z Scale |
15 | Float | Camera X Position |
16 | Float | Camera Y Position |
17 | Float | Camera Z Position |
18 | Long | Camera X Rotation |
19 | Long | Camera Y Rotation |
20 | Long | Camera Z Rotation |
21 | Float | Point A X Position |
22 | Float | Point A Y Position |
23 | Float | Point A Z Position |
24 | Float | Point B X Position |
25 | Float | Point B Y Position |
26 | Float | Point B Z Position |
24 | Float | Point C X Position |
25 | Float | Point C Y Position |
26 | Float | Point C Z Position |
30 | Long | Unknown |
31 | Long | Force |
32 | Float | Offset A X Position |
33 | Float | Offset A Y Position |
34 | Float | Offset B X Position |
35 | Float | Offset B Y Position |
36 | Long | Unknown |
37 | Long | Unknown |
38 | Long | Unknown |
39 | Long | Unknown |
Camera Type List
- 8 - Camera not fixed, looks at player from no specific position
- 11 - Camera fixed at offset A, looks through player to point A
- 12 - Camera fixed at Camera Position, looks at player
- 20 -
- 21 - Camera starts from Camera Position and moves using point A as a focus reference. Then it moves to point B, using point C as a focus reference. Looks at player
- 24 - Camera fixed at offset A, looks through player to offset B
Camera Speed List
- 2 - Camera changes instantly
- 4 - Camera changes fast
- 9 - Camera changes smoothly
Activation Type list
- 0 - Camera is active forever or until overridden by another camera or user input
- 1 - Camera is active only while player in trigger
Trigger Type list
- 1 - Plane
- Trigger width and height is set by scale X and Y. Z should be the area of the plane (X * Y).
- 2 - Sphere
- 3 - Cube
- Scale X, Y and Z set width, height and depth of the area.
- 4 - Cylinder
Force list
- 0 - If auto camera, allows player input to move camera from position
- 1 - If auto camera, player can't move camera until it is deactivated (if this is 1 and activation type is 0, you'll never be able to control the camera yourself again until reaching another camera)
References