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it only rotates the camera in 360 degrees around the player though, you can't fly around the map.
where did you find the pcsx2 script, can you link me to it?
https://www.youtube.com/watch?v=uHG-PsUgAgQ
Anyways, I looked at the Farplane program, and I can't find anything that talks about camera control. I figured you couldn't fly around the map, but can you at least zoom in and out as well as rotate?
I also made a cheat engine script for this.
numpad 0 activates the camera, control+0 disables it.
It's also possible using UnX. It's been in there for about a week now.
Ctrl + Shift + F.
http://steamcommunity.com/app/359870/discussions/0/364043054118773804/?ctp=3#c357287935545713683
There's a byte 1 address higher than was discussed there that controls whether the camera stays this way during map transitions. I have chosen to ignore that byte because the game is COMPLETELY unplayable if the camera does not restore itself to original behavior periodically.
I use UNX, but I play with Steam Link. So I want to ask if it would be possible to make this feature usable with the controller?
My system:
Asrock 970 Pro3 R2.0
Amd Fx 8350 @Stock (Turbo disabled) (looking forward to AMD's Zen)
Enermax ETS-T40F-TB CPU Cooler
Gainward GTX 970 Phantom
8Gb 1866 GSkill
ADATA SP900 SSD for Windows
1TB Western Digital for Games
Sound Blaster Z
Once engaged, the camera stops moving the way it is supposed to and there is no way to put it back where it's supposed to be. The game's not even recognizable as a game if you turn it on accidentally.
I enjoy it for gameplay elements only. cutscenes are almost screwed by it, so turning it off in a cutscene is way better. ^^
With texture caching more or less finished, it's full steam ahead on cutscene stuff now.
since you hook DX11 I think thats the only way to do it, outside of the FFX engine.
The fact that I hook D3D11 doesn't mean a whole lot. I still have to reverse engineer the engine to figure out how it does matrix transformations. There's no such thing as a camera in D3D or OpenGL, but if you know what you're doing you can usually spot the matrices / quaternions used to implement one in the engine.
I'm not big on doing this though, because it's going to suck without collision detection. That's the problem the current code Square-Enix already wrote has, it'll be worse if I start manipulating the camera matrices.
But you never know.
Originally, I figured that camera control would be awesome for a bit of behind-the-scenes playing around. I mean, pre-rendered areas like inside of buildings would obviously break if the camera was moved in any way.
I have cutscene skipping, possible 60 FPS mod, 2x/4x/8x speed with sound (I just finished this) and soft reset (finished for FFX) going on. Then I'm expected to repeat the process for FFX-2. So, while it sounds good on paper, it'll be a while before I have the time to work on this feature.
Even so, the stuff that you've got finished so far sounds amazing, and I can't wait until I get the remaster, since there's going to be so much stuff already set up. I was just asking about a camera mod so I knew whether or not to look forward to one. Since I already have the PS2 version, the mods are the main reason I'm anticipating getting to grab the remaster. I'd get it now, but it seems rather spendy for a game I already have, and I'm in college right now so I'd like to try and save a bit when I do buy it.