Just looking at the PAR codes this dude developed, these are pretty useful things. It seems the library it's taking over has some pretty great camera control options already built in. You can control along the X, Y, and Z axis independently. He provides two sets of codes, one with X, Y, and Z mapped to X, [], and O (with /\ being a modifier) and another with X, Y, and Z mapped to L1, L2, R1 (with R2 being a modifier). That lets me know how these buttons are handled in the first place just by looking at the codes, and I should be able to mix and match them. Hopefully, I'll be able to map camera manipulation to a second controller, so one can use the first controller to actually play the game.
EDIT: Awesome, the guy actually provides detail on how to adjust the camera's X, Y, and Z, positon, along with pitch, yaw, and rotation. If I'm reading his manual correctly (and I posted in the japanese thread asking for someone to provide a better translation to be sure) there is one mode which will only allow for camera manipulation on pitch, yaw, and rotation, while letting the game still control X, Y, and Z. That would essentially be what DK1 provided in Dolphin.
EDIT AGAIN: Marvelous, just found the code to select the pad that works, I can get this working with controller 2
things are looking real good here, dudes.
edit: apparently shadow of the colossus uses this camera library :O