Docs/Camera
Camera Zones[edit | edit source]
In the table.bin, the section "CubeGeneralInfoTable" with the key "カメラキューブテーブル" (translated to Camera Cube Table) holds zones where the camera logic acts different than normal. For example, the inside of buildings or boss fights where the camera rotates around the boss are often triggered by these objects when the player enters their hitbox, and returns to normal camera logic when they leave them. They have position, scale, rotation, but also include variables for a type and a linked camera key, which is a camera position object in "CameraMapToolTable" (often used for shine appearing cutscenes). If the object key is set to "なし" (translated to null), the logic will often change to instead be based around the "StagePositionInfo" object, with various changes to the logic
Type Name | Type Value | Null Camera Key Logic (なし) | Set Camera Key Logic | Example Usage |
---|---|---|---|---|
kindFollow | 0 | NOTHING | Camera points to Mario from the linkedCam position | Unknown |
kindParallel | 1 | NOTHING | Camera points to Mario from the linkedCam position | Unknown |
kindMultiPlayer | 2 | Camera freezes in place when entering the zone. You cannot center the camera or aim FLUDD. Using any nozzle besides the spray nozzle unlocks the camera. Being off the ground slowly rotates the camera to look down. Leaving the zone quickly transitions the camera from a close offset from Mario to the closest point the where the camera was frozen. | Camera points to Mario from the linkedCam position | Unknown |
kindWallJump | 3 | Camera can be panned in and out slightly more on Mario | Camera points to Mario from the linkedCam position | Unknown |
kindHipAttack | 4 | Camera can be panned down more (below the ground a bit) | Camera points to Mario from the linkedCam position | Unknown |
kindRocketJump | 5 | Camera angle faces more downward than normal | Camera points to Mario from the linkedCam position | Unknown |
kindWire | 6 | Camera angle faces more downward than normal, can't pan in as far | Camera points to Mario from the linkedCam position | Unknown |
kindNormal | 7 | Forces the camera into aiming mode, can be exited by using any nozzle besides the spray | Camera points to Mario from the linkedCam position | Unknown |
kindMarUnderGround | 8 | Camera can pan in more, camera angle is more downward the more zoomed out it is (faces directly at mario fully zoomed it, faces directly down fully zoomed out) | Camera points to Mario from the linkedCam position | Unknown |
kindDefiniteD2 | 9 | You cannot center the camera or aim FLUDD. | Camera points to Mario from the linkedCam position | Unknown |
kindTalkE | 10 | Camera pans much slower, the angle is more downward and you can't pan out as far. You cannot center the camera or aim FLUDD. | Camera points to Mario from the linkedCam position | Unknown |
kindLeanMirror | 11 | Camera pans much slower, the camera is much further out and you can't pan much at all | Camera points to Mario from the linkedCam position | Unknown |
kindTalkA | 12 | Camera pans much slower, the camera is much further out and you can't pan out as far but you can pan closer. You cannot center the camera or aim FLUDD. | Camera points to Mario from the linkedCam position | Unknown |
kindUnderGround | 13 | Camera faces directly down, panning just controls the height of the camera | Camera points to Mario from the linkedCam position | Unknown |
kindIndoor | 14 | Camera faces at a 45-degree angle to Mario, you cannot pan in or out. | Camera points to Mario from the linkedCam position | Unknown |
kindHang | 15 | Camera faces at a steeper angle, the camera pans at a lower height | Camera points to Mario from the linkedCam position | Unknown |
kindWireHang | 16 | Camera slowly lerps to focus on a position a little in front of Mario, otherwise basically the same | Camera points to Mario from the linkedCam position | Unknown |
kindSandBird | 17 | Camera faces at a steeper angle, camera pans out much further and faster | Camera points to Mario from the linkedCam position | Unknown |
kindHovering | 18 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindJumpCode | 19 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindDelfino | 20 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindClimb | 21 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindFixA | 22 | Camera stays at set position | Camera points to Mario from the linkedCam position | Unknown |
kindFixB | 23 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindFixC | 24 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindFixD | 25 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindFixE | 26 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindFixF | 27 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindFixG | 28 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindFixH | 29 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindDefiniteA | 30 | Unknown | Camera points to Mario from the linkedCam position | Noki Bay Super Trampoline |
kindDefiniteB | 31 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindDefiniteC | 32 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindDefiniteD | 33 | You cannot use the right trigger to change camera angles or aim FLUDD | Camera points to Mario from the linkedCam position | Inside the Blue Coin Hut |
kindDefiniteE | 34 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindDefiniteF | 35 | Unknown | Camera points to Mario from the linkedCam position | Unknown |
kindDefiniteG | 36 | Unknown | Unknown | Unknown |
kindDefiniteH | 37 | Unknown | Unknown | Unknown |
kindExMap0 | 38 | Unknown | Unknown | Unknown |
kindTowerA | 39 | Unknown | Unknown | Unknown |
kindTowerB | 40 | Unknown | Unknown | Unknown |
kindTowerC | 41 | Camera rotates based on a point and Marios position | Camera points inward to "StagePositionInfo" | Camera points out from the "CameraMapInfo" object |
kindSlider | 42 | Unknown | Unknown | Unknown |
kindDiving | 43 | Unknown | Unknown | Unknown |
kindTurbo | 44 | Unknown | Unknown | Unknown |
kindTalkB | 45 | Unknown | Unknown | Unknown |
kindJetCoaster | 46 | Unknown | Unknown | Unknown |
kindParallelB | 47 | Unknown | Unknown | Unknown |
kindSurfing | 48 | Unknown | Unknown | Unknown |
kindSwimming | 49 | Unknown | Unknown | Unknown |
kindClimbJump | 50 | Unknown | Unknown | Unknown |
kindLookDown | 51 | Unknown | Unknown | Unknown |
kindRailFence | 52 | Unknown | Unknown | Unknown |
kindFollowB | 53 | Unknown | Unknown | Unknown |
kindFollowC | 54 | Forces the camera angle to be higher | Smoothly moves the camera to a higher angle if too low | Unknown |
kindTowerD | 55 | Unknown | Unknown | Unknown |
kindDelfinoAttic | 56 | Unknown | Unknown | Unknown |
kindBossGeso | 57 | Camera setting used when pulling on gooper bloopers arm or face | Unknown | Unknown |
kindFixI | 58 | Unknown | Unknown | Unknown |
kindDefiniteI | 59 | Unknown | Unknown | Unknown |
kindFence | 60 | Unknown | Unknown | Unknown |
kindMonteFence | 61 | Unknown | Unknown | Unknown |
kindMonteHang | 62 | Unknown | Unknown | Unknown |
kindTalkC | 63 | Unknown | Unknown | Unknown |
kindTalkD | 64 | Unknown | Unknown | Unknown |
kindTowerE | 65 | Unknown | Unknown | Unknown |
kindDelfinoB | 66 | Unknown | Unknown | Unknown |
kindCancan | 67 | Camera setting for pulling the chain chomplets tail | Unknown | Unknown |
kindAquaticTurbo | 68 | Unknown | Unknown | Unknown |
kindFollowD | 69 | Camera slowly transitions to a closer and lower offset from the player compared to the default camera. You can still control the camera. Leaving the zone does a fast transition to the closest default camera offset. | Camera instantly snaps to and stays at the position of the linked CameraMapInfo and points at Mario. You cannot use the right trigger to change camera angles or aim FLUDD. (Leaving the zone does an instant transition to closest default camera offset?) | Plaza Blue Coin Jail |
kindFollowE | 70 | Unknown | Unknown | Unknown |
kindParallelC | 71 | Unknown | Unknown | Unknown |
kindParallelD | 72 | Unknown | Unknown | Unknown |
Tower Zones[edit | edit source]
Tower Camera Zones work on the idea of rotating around a central point, with Mario controlling the rotation around this point based on his position. They work in conjunction with a "StagePositionInfo" object in the bin editor, which acts as the point to rotate around. There are 5 different tower camera zones
Type Name | Type Value | StagePositionInfo Key |
---|---|---|
kindTowerA | 39 | 塔カメラA中心 |
kindTowerB | 40 | 塔カメラB中心 |
kindTowerC | 41 | 塔カメラC中心 |
kindTowerD | 55 | 塔カメラD中心 |
kindTowerE | 65 | 塔カメラE中心 |