Heya! I had a rush of energy last night and was feeling very inspired by recent events in the GS Speedrunning community, so I pulled an all-nighter to make a new AR code!
The controls are as follows:
Start + Select = Reset Camera (vanilla game behaviour)
Panning:
Start + A/B = Forward/Backward (North/South)
Select + A/B = Left/Right
Start + L/R = Up/Down
Rotation Only:
Select + L/R = Up/Down
A + L/R = Left/Right
B + L/R = Forward/Backward (North/South)
Notes:
- This does nothing in battle.
- The camera doesn't like to clip through geometry (but you can still shift and rotate it around geometry).
- Camera orientations are saved when changing maps, but that reset option exists for a reason.
- The camera becomes static, and no longer moves with Matty unless the camera reset is triggered.
Other Considerations:
It is very long, and down the road I may adjust it for length and to make the controls smoother if I can work that out.
A quick .gif, which for some reason was converted into an .mp4 on this image hosting site.
Enjoy!
The controls are as follows:
Start + Select = Reset Camera (vanilla game behaviour)
Panning:
Start + A/B = Forward/Backward (North/South)
Select + A/B = Left/Right
Start + L/R = Up/Down
Rotation Only:
Select + L/R = Up/Down
A + L/R = Left/Right
B + L/R = Forward/Backward (North/South)
Quote from: Free Camera Movement94000130 FFF30000
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02142D24 00000000
02142D34 00000000
D9000000 02079308
D4000000 00000800
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D9000000 020792EC
D4000000 00000800
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D6000000 020792EC
D2000000 00000000
94000130 FDFE0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792EC
D4000000 FFFFF800
D6000000 020792EC
D2000000 00000000
94000130 FEFD0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792F4
D4000000 FFFFF800
D6000000 020792F4
D2000000 00000000
94000130 FDFD0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792F4
D4000000 00000800
D6000000 020792F4
D2000000 00000000
94000130 FEFB0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792F0
D4000000 FFFFF800
D6000000 020792F0
D2000000 00000000
94000130 FDFB0000
02142D18 00000000
02142D1C 00000000
02142D20 00000000
02142D24 00000000
02142D34 00000000
D9000000 020792F0
D4000000 00000800
D6000000 020792F0
D2000000 00000000
Notes:
- This does nothing in battle.
- The camera doesn't like to clip through geometry (but you can still shift and rotate it around geometry).
- Camera orientations are saved when changing maps, but that reset option exists for a reason.
- The camera becomes static, and no longer moves with Matty unless the camera reset is triggered.
Other Considerations:
It is very long, and down the road I may adjust it for length and to make the controls smoother if I can work that out.
A quick .gif, which for some reason was converted into an .mp4 on this image hosting site.
Enjoy!

Sacred Ash), many of the ones I can think of don't exist in GS1 so I won't bother naming them here. I will occasionally give suggestions for some custom code you can set up to make a few of these work, and I'd be happy to show you how to accomplish some of them later if you'd like (requiring ASM edits, but I have full confidence in your ability to pull them off with some guidance).
Quake = Tremor works fine, especially if your plan is to later make it into the Tremor utility in GS2 (that way there's no confusion over what it does in relation to the original Tremor spell).
Slayer = "A psynergy made to slay" doesn't really give much info about what its purpose is. Is it like Annihilation, with a random chance to kill the target, or is it just a damaging move? Going for a name like "Flay" could be a really good fit too although "Slayer" could still be good depending on what it does.
Water Star = Whenever a battle animation loads a graphic, there is also the option to toggle a flag for whether it should load its own palette or not. The game usually uses this as a means of loading multiple assets for a particular animation and having them use the same palette (e.g. the Shuriken GFX plus a particle for two assets, with the particle's flag being turned off so Shuriken's palette is used). 







