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The Main Menu

Super Hackio edited this page May 15, 2019 · 7 revisions

This is the main control center of Launch Cam Plus.

The Main Menu with a BCAM loaded. It appears to be from a SMG2 Hack...

Features List

  1. File Management
  2. General Editing
  3. Presets
  4. Camera Data

File Management

Launch Cam Plus has 3 main functions that deal with files: Making a new file, Opening an existing file, and saving the opened file. This section will cover all of these.

New

File > New [CTRL+N] creates a new camera file for you.

Note: Launch Cam Plus will ask you if you want to make a new file if you already have one open.

Open

File > Open [CTRL+O] Allows you to choose a Camera file (.bcam) or a Galaxy Map Archive (.arc)

Note: If the Camera Data is corrupt, LCP will fail to open it. Camera Data has only been reported corrupt after Dossun2 has been used on them.

Save

File > Save [CTRL+S] Allows you to save the .bcam
File > Save As [SHFT+CTRL+S] Allows you to save a new .bcam

Note: If you created a new Camera file, Save As will be used instead the first time you use Save.

General Editing

Launch Cam Plus allows users to do some basic stuff.

Adding Cameras

Edit > Add [SHFT+CTRL+A] Adds a new camera with the default settings.

Note: The default camera for Launch Cam Plus is the same default that Dossun2 uses.

Copy-Paste

Edit > Copy [SHFT+CTRL+C] Copies the selected camera to the copy buffer
Edit > Paste [SHFT+CTRL+V] Pastes the selected camera onto the selected camera.

Tip: You can copy a camera from one file to another
WARNING! Pasting will overwrite the selected camera, so be careful!.

Deleting Cameras

Edit > Delete [CTRL+DELETE] Deletes the selected camera.

Note: If you delete all the cameras, Launch Cam Plus will force you to add one again.

Sorting Cameras

The buttons labeled "Move Up" and "Move Down" allow you to re-arrange the camera order. This is purely for organization purposes and has no real affect on the output file other than the cameras are written in a different order.
An Automatic sorting option is available with Tools > Auto Sort

Presets

Presets are Cameras that have been built for you. There are two kinds: Official & Unofficial

Official

Official presets are built into the program and can be accessed in Edit > Presets

Unofficial

Unofficial presets are made with the The Preset Creator and can be accessed in Edit > Presets > Load LCPP.

Tip: If you want one of your presets to become an "Official Preset", open a new issue with the title "Preset Request" and attach your .lcpp file.

Compression

As of The Compression and Scanning Update, You can now Compress .lcpp files. Compressed files cannot be submitted in a Preset Request, but they are a great way to save some space for yourself, or if you're sharing with someone specific and have a file size upload limit.

Camera Data

This section explains what all the options do. If you don't know what one does, you can look here.

Camera ID

This is the ID of the camera. You link the camera to the object based on two things: The Camera Category and the ID.

  • c:XXXX Links to Camera Areas (Example: c:0000 links to a Camera Area with a Camera ID of 0)
  • s:XXXX Links to Player Spawns. (Example: s:0000 links to a Spawn with a Camera ID of 0)
  • e:__________XXX Links to a specific object. Like a launch star. (Example: e:スーパースピンドライバー:001:00番目 links to a Launch star with Camera ID 1)
  • o:__________ Special cameras for things like the default camera the galaxy will use.
  • g:__________ Links to ground, but nobody knows how to use it yet so there isn't any special features for it.

Note: Launch Cam Plus will display the English translation of known event cameras in the Camera List.
TIP: Launch Cam Plus has a Camera Identification Assistant if you need help getting a Camera ID.

Camera Type

This indicates what kind of camera this is. At the time of this writing, the community doesn't know how all the types work.
The most common one is CAM_TYPE_XZ_PARA, which is a simple camera that follows the player with a fixed rotation.

Camera Angles

The camera can be rotated on 3 different axis: X Axis | Y Axis | Z Axis (Up/Down | Left/right | Roll)
The rotation range is -180-180, so you have 360 degrees to work with.

Zoom

This value is how far away from the Fixpoint the camera should be. Most of the time, the Fixpoint is Mario's position.

Allow D-Pad Rotation

If checked, the player can rotate the camera using the D-pad in-game

Disable DPad Reset

If checked, the camera will not reset the DPad angle when the camera activates

Transition speed

The time that the camera can change in. Smaller values mean the camera changes faster.

End Transition speed

The time the camera remains active after it deactivates

Ground Speed

Not too sure what this does. CAM_TYPE_XZ_PARA doesn't use it. If you figure it out, open a new issue and let me know.

Ground Move Delay

Not too sure what this does. CAM_TYPE_XZ_PARA doesn't use it. If you figure it out, open a new issue and let me know.

Front Zoom

Determines how far in front of Mario to look at. Not used in CAM_TYPE_XZ_PARA

Field Of View

Not too sure what this does. CAM_TYPE_XZ_PARA doesn't use it. If you figure it out, open a new issue and let me know.

Max Y Movement

Not too sure what this does. CAM_TYPE_XZ_PARA doesn't use it. If you figure it out, open a new issue and let me know.

Min Y Movement

Not too sure what this does. CAM_TYPE_XZ_PARA doesn't use it. If you figure it out, open a new issue and let me know.

Air Move Delay

Not too sure what this does. CAM_TYPE_XZ_PARA doesn't use it. If you figure it out, open a new issue and let me know.

Height Zoom

Determines how far up the camera needs to be. Also determines how far down the camera needs to be when falling. Not used in CAM_TYPE_XZ_PARA

Upper and Lower borders

Not too sure what this does. CAM_TYPE_XZ_PARA doesn't use it. If you figure it out, open a new issue and let me know.

UDown

Unknown effects. If you figure it out, open a new issue and let me know.

Disable Reset

Disables the rotation resetting of the camera upon activation. This has been tested, and it's usage is not fully known

Sharp Zoom Movement

Disables the smooth movement cause by Front Zoom and Height Zoom

Enable Blur

Enables a blurry effect when the camera moves......presumably.

Disable First Person

If checked, the player can use First Person with the DPad

Collisionless

Pretty self explanatory. When checked, the camera will ignore collision

Pan Bounds

If checked, uses the Panning Bounds. Not used in CAM_TYPE_XZ_PARA


Positions

Camera's have different positioning fields.

Fixed Point

Offset from the actual Fixed Point that the camera looks at. In a standard camera, the actual fixpoint is usually Mario's position.

World Point

Location in the world to put the camera. Used in CAM_TYPE_EYEPOS_FIX

Player Offset

Offset from the actual Fixed Point that the camera looks at. In a standard camera, the actual fixpoint is usually Mario's position. (Unconfirmed)

Unknown Up

Unknown effects. If you figure it out, open a new issue and let me know.

Panning bounds

Determines when the camera will start catching up with Mario. Ignored if Pan Bounds is unchecked


Event Properties

Some properties are only used by events

Event Length

The time (100 = 1 second) that the event is active for

Event Priority

The Priority of the event. Higher numbers means that this event will override other events

Use End Transition (Use End Trans)

Determines if the "End Transition Speed" value is used after this event is over

Use Transition (Use Trans)

Determines if the "Transition Speed" value is used


Ground Properties?

These are unknown, but since they are prefixed with "G" internally, we assume they are for Ground Cameras

EndErpFrame

Unknown effects. If you figure it out, open a new issue and let me know.

Thru

Unknown effects. If you figure it out, open a new issue and let me know.

CamEndInt

Unknown effects. If you figure it out, open a new issue and let me know.