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Sonic Heroes/Camera Editing

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SCHG: Sonic Heroes
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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.

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 Unknown
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 -
  • 24 - Camera fixed at offset A, looks through player to offset B

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
  • 2 -
  • 3 - Cube
  • 4 -

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)
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