Camera
Contents
{19} Camera
Camera(+XXXXX,+ZZZZZ,+YYYYY,+ANGLE,+MAPRT,+CAMRT,+ZOOM%,+TIMER)
Moves camera around the map, like a small helicopter.
The coordinates used are the map's absolute coordinates, not relative ones to where the camera currently is.
All entry fields can range from -32768 to 32767. Tiles are 28x28, and Camera motion is 4x more precise, so 112 = 1 Tile. 1h is 12 pixels high, so 48 = 1h, and regular units are 3h tall.
You might want to look into Xifanie's Camera Helper to easily design your camera instructions. (Requires Excel 2007+)
See Also: {1F} Focus ― {E5} WaitForInstruction(x04,x00)
X axis : Half-Word (signed)
- +00112 = 28 pixels = 1 tile (center)
- +00392 = 98 pixels = 3,5 tiles (border between tile 3 and 4)
- +00896 = 224 pixels = 8 tiles (center)
Z axis : Half-Word (signed)
- +00048 = 1h (centers 3h)
- +00192 = 4h (centers 6h)
- +00384 = 8h (centers 10h)
Y axis : Half-Word (signed)
- +00112 = 28 pixels = 1 tile (center)
- +00392 = 98 pixels = 3,5 tiles (border between tile 3 and 4)
- +00896 = 224 pixels = 8 tiles (center)
Angle : Half-Word (signed)
Note: the base of the map is 0º.
- +00000 = +00,00º
- +00302 = +26,54º (often used in regular game)
- +00341 = +30,00º
- +00448 = ??? (upper view for in-battle camera)
- +01024 = +90,00º (bird view)
Map Rotation : Half-Word (signed)
Positive result = Clockwise Rotation The camera will take the shortest way to the new coordinates based on the previous ones. You should always stay in a range on -180º to 180º to avoid unecessary rotations. I marked -135º, -45º, 0º, 45º and 135º with an asterix (*) to help.
- -03584 = -315,00º [Map_1] (South View)
- -02560 = -225,00º [Map_2] (East View)
- -01536 = -135,00º [Map_3]* (North View)
- -00512 = -045,00º [Map_4]* (West View)
- +00000 = +000,00º [Map_0]* ((0,0) at bottom left corner)
- +00512 = +045,00º [Map_1]* (South View)
- +01536 = +135,00º [Map_2]* (East View)
- +02560 = +225,00º [Map_3] (North View)
- +03584 = +315,00º [Map_4] (West View)
Camera Rotation : Half-Word (signed)
Positive result = Clockwise Rotation And no, at 180º your characters won't fall from the map like ants. That's why it's the camera that is rotating, and not the map.
- -02048 = -180,00º
- -01024 = -090,00º
- -00512 = -045,00º
- +00000 = +000,00º
- +00512 = +045,00º
- +01024 = +090,00º
- +02048 = +180,00º
Zoom : Half-Word (signed)
Distance between the camera and target.
This one is rarely ever used since resizing makes the maps, and mostly units, ugly.
- +02048 = 050%
- +04096 = 100%
- +08192 = 200%
Time : Half-Word (signed)
Time required in frames to perform the whole instruction.
- +00060 = 1,00 seconds
- +00120 = 2,00 second
- +00300 = 5,00 seconds