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Inquiry regarding MGS3 Crouch Walk mod logic for a potential PS Vita port #20

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@BM-Hicham19

hello cipherxof
i really appreciate the hard work you put on this mod and for this am looking into the possibility of porting or adapting this feature to the PS Vita version (HD Collection) via a TaiHEN plugin (.suprx) / code injection. Since both versions share the same underlying engine DNA, I was hoping to ask you a few technical questions about how you achieved this to see if the logic can be replicated on ARM architecture:

Stance/State Variables: How did you find and manipulate Snake's stance state in memory? Does the engine natively have an unused or hidden 'crouch-walk' state variable, or did you have to manually blend the crouching state with movement vectors?

Animation Injection: How did you handle the animations? Did you inject the 3DS crouch-walk animation files directly into the game's archive, or did you hook the animation pointer in memory to load them?

AI/Camouflage Detection: Did enabling movement while crouching break the enemy AI detection or camouflage index calculations? If so, what functions or variables did you have to patch to make sure the game still recognizes Snake as 'moving while crouched' rather than standing?

Function Names/Signatures: Do you happen to remember any specific function signatures, internal names, or structures related to player movement and stance handling that might help me locate their equivalents in the Vita's eboot.bin using Ghidra?

i will be happy with any information and help you can provide

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