Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
stage.h File Reference

The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG. More...

#include "engine/game.h"
#include "field/field_map.h"
Include dependency graph for stage.h:

Go to the source code of this file.

Data Structures

struct  StageTask
 The task a stage starts (startStage), updated by its updateStage. More...
 
struct  StagePoint
 Where an exit (StageSlot) leads: copyPlacePoints copies a place's points to the stage's first slots, field by field. More...
 
struct  StagePoints
 The points of a place (GAME.place and GAME.placeArg, which the exit the player came through set) More...
 
struct  StageSprite
 A sprite of a StageEffect: its frame (0 for none) and palette row. More...
 
struct  StageEffect
 A sprite at (x, y) from the stage's sheet (FieldState.sheetEntry) with an animated palette, and a second one above it that a one-shot animation adds to frame (what it is in the game isn't known yet) More...
 
struct  StageFuncs
 The table of a stage's functions: its setup, then the menu stages' tween (startTween and updateTween), which opens and closes a menu panel as the menus' PanelAnim does (shared/start_fade.inc.c, update_fade.inc.c; the stages' copy sets step before level) More...
 
struct  StageTileAnims
 The task that animates the map objects. More...
 
struct  StageTileAnim
 A map object with the animation that sets its frame. More...
 
struct  StageTileEffect
 Three map objects (animations 1 to 3) moved to (x, y) and animated once when the substate is set to 1. More...
 
struct  StagePartyChildren
 The children of a task with one per party slot. More...
 
struct  StageWanderer
 A map object that wanders around where it starts, animated, turning every period frames: towards home when it is more than 30 away, else at random. More...
 
struct  StageWanderPair
 StageWanderer moving two map objects: tileAnim and tileAnim + 9. More...
 
struct  StageTileDuo
 Two map objects (animations 8 and 9) shown while mode isn't 0, and hidden by a one-shot animation wait frames after mode 2. More...
 
struct  StageTilePair
 Animates the map objects with animations 1 and 2: the first alone while running, both when done. More...
 
struct  StageTilePair16
 StageTilePair with halfword flags. More...
 
struct  StageTilePairN
 StageTilePair with byte flags, for the map objects of two given animations. More...
 
struct  StageSpritePair
 A trap's effect over a partner it leaves at 1 HP (events 9000 to 9015 of WSTAG740 and WSTAG741, on the Fire floor of the dungeon of traps): two sprites from the stage's sheet at (x, y), each animated once, drawn 0xF0 above and 0x14 below. More...
 
struct  StageTileSeq
 A map object played through a sequence of animations. More...
 
struct  StageTileSeqs
 The map objects with animations 1 to 4, sequenced. More...
 
struct  StageTileSeq8
 StageTileSeq with a byte setFrame and a sound to play at frame 0x34. More...
 
struct  StageTileSeqs8
 
struct  StageSeqStep
 A step of a StageTileSeq: its animation, and the step after it ends. More...
 
struct  StageTileFrame
 A frame of a StageTileFrame animation, which sets two frames of a map object. More...
 
struct  StageTileCursor
 Where a sequence of StageTileFrame animations (NULL-terminated) is at. More...
 
struct  StageSoundTile
 The map object with animation 1, played once with a sound when the substate is set to 1 (frame 5 before, 10 after) More...
 
struct  StageEffectSpot
 A sprite effect a stage creates at (x, y) with the given frame, by kind. More...
 
struct  StageBody
 What moves a StageFaller or the StageMover of WSTAG415 at (x, y) in 8.8, and its animation: one layout in both, whose animation the two step functions, copies of each other, play (stepFallBody loops it, stepMoverBody holds its last frame) More...
 
struct  StageFaller
 A sprite of WSTAG415 that falls from a point of a table, bounces once and dies at the bottom. More...
 
struct  StageFallParams
 Where a StageFaller starts and how it falls. More...
 
struct  StageMover
 The object of WSTAG415 that events 0x331 to 0x334 drive. More...
 
struct  StageScroller
 A scrolling background of two images of an archive, moving by (vx, -vy) More...
 
struct  StageTileTask
 A map object, animated. More...
 
struct  StageTileSolo
 StageTileDuo with one map object. More...
 
struct  StageTileAt
 The map object with the given animation, moved to (x, y) More...
 
struct  StageTileTimer
 The map object with animation 1 and a frame counter. More...
 
struct  StageTileGroup
 The map objects with animations 2 to 9. More...
 
struct  StageRiserFrame
 A frame of a StageRiser's animation; the last (frame 0xFF) sets move. More...
 
struct  StageRiser
 A map object animated and moved by its animation. More...
 
struct  StageLift
 A map object that moves by a speed in 8.8. More...
 
struct  StageRisers
 Map objects that events start moving. More...
 
struct  StageTileAnimFlag
 A map object animated while playing is set. More...
 
struct  StageTileSix
 Six map objects, animated by mode. More...
 
struct  StageTileSixW
 StageTileSix with flagged map objects. More...
 
struct  StageFlyer
 A sprite that flies off diagonally, animated. More...
 
struct  StageGlow
 A brightness that rises from 12 to 28, holds, then falls back. More...
 
struct  StageAnimSpot
 An animation played at (x, y) More...
 
struct  StageTileLoop2
 Two map objects, animated. More...
 
struct  StageFlyerGate
 Two pictures that change by turns, and the flyers they let out. More...
 
struct  StageByteAnim
 An animation of a table of byte pairs (frame, duration; duration 0 loops to frame) More...
 
struct  StageByteAnims
 Two StageByteAnim animations. More...
 
struct  StageQuad
 A quad of the screen: its corners and what it shows. More...
 
struct  StageQuadTexture
 A texture of a StageQuad: its page, square at (u, v), and palette. More...
 
struct  StageTileOnce
 The map objects with animations 3 and 4, each animated once. More...
 
struct  StageTileLoopFrame
 A frame of a looping animation: after the last (frame 0xFF) it goes back to loop. More...
 
struct  StageFloaterFrame
 A frame of a StageFloaterPart's animation, with what it adds to value. More...
 
struct  StageFloaterPart
 A sprite of a StageFloater, its animation and what the animation adds up. More...
 
struct  StageFloater
 A sprite from the stage's sheet at (x, y) that moves up or down in TASK_DONE. More...
 
struct  StageFloaterSpot
 Where a StageFloater is created. More...
 
struct  StageFloaterChain
 Sets its children to TASK_DONE one after the other, at the times of a table. More...
 
struct  StageFloaters
 The children of a StageFloaterChain. More...
 
struct  StageTileQuad
 The map objects with animations 1 to 4. More...
 
struct  StageTileSet
 The map objects with animations 4 to 1, animated. More...
 
struct  StageActorMark
 A sprite drawn over a character (FIELDSTG's actor found by its key) More...
 
struct  StageFrameTask
 A frame the task sets on a map object. More...
 
struct  StageTileCursors
 The map objects with animations 1 to 5, each playing a sequence. More...
 
struct  StageTileSwitch
 The map object with animation 2, animated by substate, and the StageTileAt children that events set to TASK_DONE. More...
 
struct  StageTileAtSpot
 Where a StageTileAt is created. More...
 
struct  StageTileAts
 The children of a StageTileSwitch. More...
 
struct  StageBytePlay
 A looping animation of a table of byte pairs (frame, duration; frame 0 loops) More...
 
struct  StageSpriteField
 The animations of sprites drawn all over the stage. More...
 
struct  StageSpriteSpot
 A sprite of the stage: where, which animation, and flipped. More...
 
struct  StageMenu
 A yes/no menu at the bottom of the screen, a copy of FIELDSTG's ChoiceTask (FIELDSTG_runChoice) without its type; its children are a ChoiceChildren. More...
 
struct  StageListMenu
 A list menu whose entries show a message. More...
 
struct  StageListMenuChildren
 

Macros

#define COUNTDOWN_BORROW(c)
 Carries the borrow down the digits of GAME.countdown, the timer of the timed stages: a units digit that went below 0 (255) becomes 9 and takes one from the digit above.
 
#define MENU_SPRITES   0x2860000
 The menu sprite sheet, and an entry of a text file: the European version numbers the disc's files differently, and has a copy of each text file per language, one after the other, so it adds the language (LANGUAGE, which CNTY_SEL sets) to the file.
 
#define TEXT_ENTRY(file, n)   ((LANGUAGE << 16) + ((file) << 16 | (n)))
 
#define EXTRA_TEXT   (TEXT_EVENTS_900 - 1)
 The text file of the extra chapter's (WSTAG920-974) menus and events, to which TEXT_ENTRY adds the language: the European version's copies of it, one per language, start with the Japanese one (COUNTRY/JPN/MSDMG900.BIN), which is the Japanese version's.
 
#define EVENT_TEXT(n)   (EVENT_TEXT_FILE << 16 | (n))
 An entry of the stage's events' text file, for FieldEvent.text.
 
#define SOUND_MTL_DOWN   0x40012
 The sounds the stages play, with SOUNDTST's names (engine/sound.h has the ones the overlays share)
 
#define SOUND_COMAT102   0x8004213E
 
#define SOUND_COMAT103   0x800421BF
 
#define SOUND_COMEX105   0x800442C1
 
#define SOUND_COMEX112   0x80044648
 
#define SOUND_COMEX114   0x8004474A
 
#define SOUND_BULB_000   0x340001
 
#define SOUND_BULB_001   0x340002
 
#define SOUND_GONDRA_B   0x340003
 
#define SOUND_BULB_002   0x4C0001
 
#define SOUND_FLOOR_LT   0x4C0002
 
#define SOUND_DIGITAMA   0x540001
 
#define SOUND_SE000000   0xA40004
 
#define SOUND_DOOROPEN   0x80A4203C
 
#define SOUND_LOGINEF   0xCC0001
 
#define SOUND_FLOOR_DN   0xEC0001
 
#define SOUND_ENTRY_02   0x1000000
 
#define SOUND_SIGNALON   0x1000002
 
#define SOUND_DOORCLSE   0x8100303C
 
#define SOUND_CCOMBINE   0x8100383C
 
#define SOUND_DIGI_EN0   0x10C0000
 
#define SOUND_DIGI_EN1   0x10C0001
 
#define SOUND_DIGI_EN2   0x10C0002
 

Functions

void updateStage ()
 The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
 
void setupStage (void)
 Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.
 
StageEffect * createStageEffect (s32 x, s32 y, s32 frame)
 Creates a StageEffect at (x, y) with its sprites' frames from FRAME.
 
void updateTileAnims (StageTileAnims *task)
 Animates the map objects of animation 1 with updateTileAnimsFrames, stepped again for each map object that shows it (so it runs faster with more of them)
 

Variables

void(* stageFuncs [])(void)
 The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
StageSlot stageSlots []
 
ActorImage stageImages []
 
FieldActorEntry * stageActors []
 
const CVECTOR stageColor
 the color the setup copies to FIELDSTG_state.spriteColor
 
FieldEvent stageEvents []
 
FieldBattles stageBattles []
 
StagePoints * placePoints []
 Names some stages define.
 
AnimFrame effectFrames []
 
AnimFrame effectClutFrames []
 

Detailed Description

The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.

Each stage is its own small program; many share the same functions, built from the same source. Those have the same name in every stage (config/<version>/stages/<stage>.txt):

  • startStage(owner), FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages, which links it as WSTAGnnn_startStage, include/field/stages.h): creates the StageTask, updateStage, and runs the stage's setup through its stageFuncs;
  • setupStage(), the first of stageFuncs: fills FIELDSTG_state (FieldState) with the stage's file, text, map objects, triggers and battles;
  • stepAnimation and its kin, the animation steppers.

The ones whose copies are the same C are in src/field/stages/common/. A stage with two copies of a function names the second with a 2.

Definition in file stage.h.

Macro Definition Documentation

◆ COUNTDOWN_BORROW

#define COUNTDOWN_BORROW (   c)
Value:
do { \
if (c[2] >= 10) { \
c[2] = 9; \
c[1]--; \
} \
if (c[1] >= 10) { \
c[1] = 9; \
c[0]--; \
} \
} while (0)

Carries the borrow down the digits of GAME.countdown, the timer of the timed stages: a units digit that went below 0 (255) becomes 9 and takes one from the digit above.

The match depends on this statement macro's do-while.

Definition at line 36 of file stage.h.

◆ MENU_SPRITES

#define MENU_SPRITES   0x2860000

The menu sprite sheet, and an entry of a text file: the European version numbers the disc's files differently, and has a copy of each text file per language, one after the other, so it adds the language (LANGUAGE, which CNTY_SEL sets) to the file.

The Japanese version numbers them as the USA one, and its text files are the Japanese copies (a stage's text defines are TEXT_FILE of the USA version's).

Definition at line 702 of file stage.h.

◆ TEXT_ENTRY

#define TEXT_ENTRY (   file,
  n 
)    ((LANGUAGE << 16) + ((file) << 16 | (n)))

Definition at line 707 of file stage.h.

◆ EXTRA_TEXT

#define EXTRA_TEXT   (TEXT_EVENTS_900 - 1)

The text file of the extra chapter's (WSTAG920-974) menus and events, to which TEXT_ENTRY adds the language: the European version's copies of it, one per language, start with the Japanese one (COUNTRY/JPN/MSDMG900.BIN), which is the Japanese version's.

Definition at line 717 of file stage.h.

◆ EVENT_TEXT

#define EVENT_TEXT (   n)    (EVENT_TEXT_FILE << 16 | (n))

An entry of the stage's events' text file, for FieldEvent.text.

Definition at line 732 of file stage.h.

◆ SOUND_MTL_DOWN

#define SOUND_MTL_DOWN   0x40012

The sounds the stages play, with SOUNDTST's names (engine/sound.h has the ones the overlays share)

Definition at line 736 of file stage.h.

◆ SOUND_COMAT102

#define SOUND_COMAT102   0x8004213E

Definition at line 737 of file stage.h.

◆ SOUND_COMAT103

#define SOUND_COMAT103   0x800421BF

Definition at line 738 of file stage.h.

◆ SOUND_COMEX105

#define SOUND_COMEX105   0x800442C1

Definition at line 739 of file stage.h.

◆ SOUND_COMEX112

#define SOUND_COMEX112   0x80044648

Definition at line 740 of file stage.h.

◆ SOUND_COMEX114

#define SOUND_COMEX114   0x8004474A

Definition at line 741 of file stage.h.

◆ SOUND_BULB_000

#define SOUND_BULB_000   0x340001

Definition at line 742 of file stage.h.

◆ SOUND_BULB_001

#define SOUND_BULB_001   0x340002

Definition at line 743 of file stage.h.

◆ SOUND_GONDRA_B

#define SOUND_GONDRA_B   0x340003

Definition at line 744 of file stage.h.

◆ SOUND_BULB_002

#define SOUND_BULB_002   0x4C0001

Definition at line 745 of file stage.h.

◆ SOUND_FLOOR_LT

#define SOUND_FLOOR_LT   0x4C0002

Definition at line 746 of file stage.h.

◆ SOUND_DIGITAMA

#define SOUND_DIGITAMA   0x540001

Definition at line 747 of file stage.h.

◆ SOUND_SE000000

#define SOUND_SE000000   0xA40004

Definition at line 748 of file stage.h.

◆ SOUND_DOOROPEN

#define SOUND_DOOROPEN   0x80A4203C

Definition at line 749 of file stage.h.

◆ SOUND_LOGINEF

#define SOUND_LOGINEF   0xCC0001

Definition at line 750 of file stage.h.

◆ SOUND_FLOOR_DN

#define SOUND_FLOOR_DN   0xEC0001

Definition at line 751 of file stage.h.

◆ SOUND_ENTRY_02

#define SOUND_ENTRY_02   0x1000000

Definition at line 752 of file stage.h.

◆ SOUND_SIGNALON

#define SOUND_SIGNALON   0x1000002

Definition at line 753 of file stage.h.

◆ SOUND_DOORCLSE

#define SOUND_DOORCLSE   0x8100303C

Definition at line 754 of file stage.h.

◆ SOUND_CCOMBINE

#define SOUND_CCOMBINE   0x8100383C

Definition at line 755 of file stage.h.

◆ SOUND_DIGI_EN0

#define SOUND_DIGI_EN0   0x10C0000

Definition at line 756 of file stage.h.

◆ SOUND_DIGI_EN1

#define SOUND_DIGI_EN1   0x10C0001

Definition at line 757 of file stage.h.

◆ SOUND_DIGI_EN2

#define SOUND_DIGI_EN2   0x10C0002

Definition at line 758 of file stage.h.

Function Documentation

◆ updateStage()

void updateStage ( )

The names every stage defines, each its own (config/<version>/stages/<stage>.txt).

updateStage takes the task, and in some stages its children too.

Referenced by startStage().

Here is the caller graph for this function:

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0204: the Cargo Tower

< ENV_0204: the Cargo Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0004: the Water Tunnel

< ENV_0004: the Water Tunnel

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0003: the Admin Center's basement and the cities' sewers

< BGM_0003: the Admin Center's basement and the cities' sewers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< a cell's value: a direction (3 bits) and a StageSlot (5)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0002: the A.o.A Headquarters

< ENV_0002: the A.o.A Headquarters

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0003: the Admin Center's basement and the cities' sewers

< BGM_0003: the Admin Center's basement and the cities' sewers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0003: the Admin Center's basement and the cities' sewers

< BGM_0003: the Admin Center's basement and the cities' sewers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0003: the cities' Control Room

< ENV_0003: the cities' Control Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0011: Asuka's Digimon Lab and Login Room

< ENV_0011: Asuka's Digimon Lab and Login Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0011: Asuka's Digimon Lab and Login Room

< ENV_0011: Asuka's Digimon Lab and Login Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0204: the Cargo Tower

< ENV_0204: the Cargo Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0004: the Water Tunnel

< ENV_0004: the Water Tunnel

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0003: the Admin Center's basement and the cities' sewers

< BGM_0003: the Admin Center's basement and the cities' sewers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0003: the cities' Control Room

< ENV_0003: the cities' Control Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0205: the story events' copy of Asuka's Main Lobby (WSTAG212)

< ENV_0205: the story events' copy of Asuka's Main Lobby (WSTAG212)

< ENV_0011: Asuka's Digimon Lab and Login Room

< ENV_0011: Asuka's Digimon Lab and Login Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0011: Asuka's Digimon Lab and Login Room

< ENV_0011: Asuka's Digimon Lab and Login Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0004: the Water Tunnel

< ENV_0004: the Water Tunnel

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0003: the Admin Center's basement and the cities' sewers

< BGM_0003: the Admin Center's basement and the cities' sewers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< a cell's value: a direction (3 bits) and a StageSlot (5)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0002: the A.o.A Headquarters

< ENV_0002: the A.o.A Headquarters

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0003: the Admin Center's basement and the cities' sewers

< BGM_0003: the Admin Center's basement and the cities' sewers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0003: the Admin Center's basement and the cities' sewers

< BGM_0003: the Admin Center's basement and the cities' sewers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0003: the cities' Control Room

< ENV_0003: the cities' Control Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0021: Byakko City and the Bai Hu Dome

< BGM_0021: Byakko City and the Bai Hu Dome

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0020: the Underground Cave

< ENV_0020: the Underground Cave

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0021: Boot Mountain, and the Byakko Dome

< ENV_0021: Boot Mountain, and the Byakko Dome

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0019: Byakko City's Storage Room

< ENV_0019: Byakko City's Storage Room

< ENV_0020: the Underground Cave

< ENV_0020: the Underground Cave

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< ASKA_BGM: the Central Sector's streets and bridges, the Underground Path

< a cell's value: a direction (3 bits) and a StageSlot (5)

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV05_00: the Wire Forests and the Kicking Forest

< ENV05_00: the Wire Forests and the Kicking Forest

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV05_00: the Wire Forests and the Kicking Forest

< ENV05_00: the Wire Forests and the Kicking Forest

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0009: the Forest Inn's basement

< ENV_0009: the Forest Inn's basement

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0009: the Forest Inn's basement

< ENV_0009: the Forest Inn's basement

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV10_00: the Protocol Forest

< ENV10_00: the Protocol Forest

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV10_00: the Protocol Forest

< ENV10_00: the Protocol Forest

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< PYRA_BGM: the Protocol Ruins

< PYRA_BGM: the Protocol Ruins

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< PYRA_BGM: the Protocol Ruins

< PYRA_BGM: the Protocol Ruins

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0008: Duel Island

< BGM_0008: Duel Island

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0008: Duel Island

< BGM_0008: Duel Island

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0006: the Wind Prairie

< ENV_0006: the Wind Prairie

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0006: the Wind Prairie

< ENV_0006: the Wind Prairie

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV05_00: the Wire Forests and the Kicking Forest

< ENV05_00: the Wire Forests and the Kicking Forest

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV05_00: the Wire Forests and the Kicking Forest

< ENV05_00: the Wire Forests and the Kicking Forest

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0012: the East and South Stations

< BGM_0012: the East and South Stations

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0012: the East and South Stations

< BGM_0012: the East and South Stations

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0011: the Undersea Base (Magasta), and the Deeper Crevice's gondola

< BGM_0011: the Undersea Base (Magasta), and the Deeper Crevice's gondola

< SEIR_BGM: Seiryu City

< SEIR_BGM: Seiryu City

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< SEIR_BGM: Seiryu City

< SEIR_BGM: Seiryu City

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV05_00: the Wire Forests and the Kicking Forest

< ENV05_00: the Wire Forests and the Kicking Forest

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV05_00: the Wire Forests and the Kicking Forest

< ENV05_00: the Wire Forests and the Kicking Forest

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0009: the Forest Inn's basement

< ENV_0009: the Forest Inn's basement

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV10_00: the Protocol Forest

< ENV10_00: the Protocol Forest

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< PYRA_BGM: the Protocol Ruins

< PYRA_BGM: the Protocol Ruins

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0008: Duel Island

< BGM_0008: Duel Island

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0006: the Wind Prairie

< ENV_0006: the Wind Prairie

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV05_00: the Wire Forests and the Kicking Forest

< ENV05_00: the Wire Forests and the Kicking Forest

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0012: the East and South Stations

< BGM_0012: the East and South Stations

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SEIR_BGM: Seiryu City

< SEIR_BGM: Seiryu City

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM00000: the Street Corner (Kusanagi City)

< BGM00000: the Street Corner (Kusanagi City)

< BGM00001: the Street Corner at STORY_JUNGLE_SOUND

< BGM00001: the Street Corner at STORY_JUNGLE_SOUND

< BGM00002: the Street Corner at STORY_REAL_WORLD

< BGM00002: the Street Corner at STORY_REAL_WORLD

< BGM00003: the Street Corner at STORY_ASUKA_HEADQUARTERS

< BGM00003: the Street Corner at STORY_ASUKA_HEADQUARTERS

< ON_CNBGM: MAGAMI's Online Center

< ON_CNBGM: MAGAMI's Online Center

< ENV_0024: the Chamber Rooms

< ENV_0024: the Chamber Rooms

< BGM_0017: the Bug Maze (Network Break)

< BGM_0017: the Bug Maze (Network Break)

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0017: the Bug Maze (Network Break)

< BGM_0017: the Bug Maze (Network Break)

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0021: Boot Mountain, and the Byakko Dome

< ENV_0021: Boot Mountain, and the Byakko Dome

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0021: Boot Mountain, and the Byakko Dome

< ENV_0021: Boot Mountain, and the Byakko Dome

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0022: Freeze Mountain and the Lake of Ice

< ENV_0022: Freeze Mountain and the Lake of Ice

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0022: Freeze Mountain and the Lake of Ice

< ENV_0022: Freeze Mountain and the Lake of Ice

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0022: Freeze Mountain and the Lake of Ice

< ENV_0022: Freeze Mountain and the Lake of Ice

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0022: Freeze Mountain and the Lake of Ice

< ENV_0022: Freeze Mountain and the Lake of Ice

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0022: the Legendary Gym

< BGM_0022: the Legendary Gym

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0022: the Legendary Gym

< BGM_0022: the Legendary Gym

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0023: the Kulon Pit

< ENV_0023: the Kulon Pit

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0023: the Kulon Pit

< ENV_0023: the Kulon Pit

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< SHOP2BGM: Lamb Chop, the Yellow Cruiser and El Dorado

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0023: the Ice, Fire and Dark Dungeons

< BGM_0023: the Ice, Fire and Dark Dungeons

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0023: the Ice, Fire and Dark Dungeons

< BGM_0023: the Ice, Fire and Dark Dungeons

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0023: the Ice, Fire and Dark Dungeons

< BGM_0023: the Ice, Fire and Dark Dungeons

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0023: the Ice, Fire and Dark Dungeons

< BGM_0023: the Ice, Fire and Dark Dungeons

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0023: the Ice, Fire and Dark Dungeons

< BGM_0023: the Ice, Fire and Dark Dungeons

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0023: the Ice, Fire and Dark Dungeons

< BGM_0023: the Ice, Fire and Dark Dungeons

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0024: the Chamber Rooms

< ENV_0024: the Chamber Rooms

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0024: Genbu City

< BGM_0024: Genbu City

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0024: Genbu City

< BGM_0024: Genbu City

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0008: the Gale Tower

< ENV_0008: the Gale Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0008: the Gale Tower

< ENV_0008: the Gale Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0012: the East and South Stations

< BGM_0012: the East and South Stations

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0012: the East and South Stations

< BGM_0012: the East and South Stations

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0012: the South Sector's swamps and Bulk Bridge

< ENV_0012: the South Sector's swamps and Bulk Bridge

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0012: the South Sector's swamps and Bulk Bridge

< ENV_0012: the South Sector's swamps and Bulk Bridge

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0012: the South Sector's swamps and Bulk Bridge

< ENV_0012: the South Sector's swamps and Bulk Bridge

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0012: the South Sector's swamps and Bulk Bridge

< ENV_0012: the South Sector's swamps and Bulk Bridge

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0012: the South Sector's swamps and Bulk Bridge

< ENV_0012: the South Sector's swamps and Bulk Bridge

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0012: the South Sector's swamps and Bulk Bridge

< ENV_0012: the South Sector's swamps and Bulk Bridge

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0014: the Reliability Spot

< BGM_0014: the Reliability Spot

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0012: the South Sector's swamps and Bulk Bridge

< ENV_0012: the South Sector's swamps and Bulk Bridge

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0012: the South Sector's swamps and Bulk Bridge

< ENV_0012: the South Sector's swamps and Bulk Bridge

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0013: the Shaman House

< BGM_0013: the Shaman House

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0013: the Shaman House

< BGM_0013: the Shaman House

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0013: the Ether Jungle

< ENV_0013: the Ether Jungle

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0013: the Ether Jungle

< ENV_0013: the Ether Jungle

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0016: Suzaku City and its Hall

< BGM_0016: Suzaku City and its Hall

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0016: Suzaku City and its Hall

< BGM_0016: Suzaku City and its Hall

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0015: the UG Lake

< ENV_0015: the UG Lake

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0015: the UG Lake

< ENV_0015: the UG Lake

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0026: the Gunslinger (the Spy Satellite)

< BGM_0026: the Gunslinger (the Spy Satellite)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0026: the Gunslinger (the Spy Satellite)

< BGM_0026: the Gunslinger (the Spy Satellite)

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0206: the Spy Satellite's Control Room

< ENV_0206: the Spy Satellite's Control Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0016: Suzaku City and its Hall

< BGM_0016: Suzaku City and its Hall

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0027: the Seabed tunnels

< BGM_0027: the Seabed tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0028: the Circuit Board tunnels

< BGM_0028: the Circuit Board tunnels

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0011: the Undersea Base (Magasta), and the Deeper Crevice's gondola

< BGM_0011: the Undersea Base (Magasta), and the Deeper Crevice's gondola

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0011: the Undersea Base (Magasta), and the Deeper Crevice's gondola

< BGM_0011: the Undersea Base (Magasta), and the Deeper Crevice's gondola

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0011: the Undersea Base (Magasta), and the Deeper Crevice's gondola

< BGM_0011: the Undersea Base (Magasta), and the Deeper Crevice's gondola

< BGM_0018: the Badlands

< BGM_0018: the Badlands

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0018: the Badlands

< BGM_0018: the Badlands

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0016: the West Sector's deserts and the Mirage Tower

< ENV_0016: the West Sector's deserts and the Mirage Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0016: the West Sector's deserts and the Mirage Tower

< ENV_0016: the West Sector's deserts and the Mirage Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0025: the Pelche Oasis

< ENV_0025: the Pelche Oasis

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0025: the Pelche Oasis

< ENV_0025: the Pelche Oasis

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0018: the Badlands

< BGM_0018: the Badlands

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0018: the Badlands

< BGM_0018: the Badlands

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0018: the Badlands

< BGM_0018: the Badlands

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0018: the Badlands

< BGM_0018: the Badlands

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0018: the West Sector's Sewers and Secret Stairs

< ENV_0018: the West Sector's Sewers and Secret Stairs

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0018: the West Sector's Sewers and Secret Stairs

< ENV_0018: the West Sector's Sewers and Secret Stairs

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0018: the West Sector's Sewers and Secret Stairs

< ENV_0018: the West Sector's Sewers and Secret Stairs

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0018: the West Sector's Sewers and Secret Stairs

< ENV_0018: the West Sector's Sewers and Secret Stairs

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0019: the Secret Room, the rebels' hideout

< BGM_0019: the Secret Room, the rebels' hideout

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0019: the Secret Room, the rebels' hideout

< BGM_0019: the Secret Room, the rebels' hideout

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0019: the Secret Room, the rebels' hideout

< BGM_0019: the Secret Room, the rebels' hideout

< a cell's value: a direction (3 bits) and a StageSlot (5)

< ENV_0016: the West Sector's deserts and the Mirage Tower

< ENV_0016: the West Sector's deserts and the Mirage Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0016: the West Sector's deserts and the Mirage Tower

< ENV_0016: the West Sector's deserts and the Mirage Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0016: the West Sector's deserts and the Mirage Tower

< ENV_0016: the West Sector's deserts and the Mirage Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0016: the West Sector's deserts and the Mirage Tower

< ENV_0016: the West Sector's deserts and the Mirage Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0016: the West Sector's deserts and the Mirage Tower

< ENV_0016: the West Sector's deserts and the Mirage Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0016: the West Sector's deserts and the Mirage Tower

< ENV_0016: the West Sector's deserts and the Mirage Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0016: the West Sector's deserts and the Mirage Tower

< ENV_0016: the West Sector's deserts and the Mirage Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< ENV_0016: the West Sector's deserts and the Mirage Tower

< ENV_0016: the West Sector's deserts and the Mirage Tower

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

< BGM_0020: the Mirage Hall and Mirage Room

< BGM_0020: the Mirage Hall and Mirage Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0020: the Mirage Hall and Mirage Room

< BGM_0020: the Mirage Hall and Mirage Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0020: the Mirage Hall and Mirage Room

< BGM_0020: the Mirage Hall and Mirage Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0020: the Mirage Hall and Mirage Room

< BGM_0020: the Mirage Hall and Mirage Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0021: Byakko City and the Bai Hu Dome

< BGM_0021: Byakko City and the Bai Hu Dome

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0021: Byakko City and the Bai Hu Dome

< BGM_0021: Byakko City and the Bai Hu Dome

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< SHOP1BGM: the inns, shops and towers

< SHOP1BGM: the inns, shops and towers

< a cell's value: a direction (3 bits) and a StageSlot (5)

< BGM_0016: Suzaku City and its Hall

< BGM_0016: Suzaku City and its Hall

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

Definition at line 37 of file wstag211.c.

Here is the call graph for this function:

◆ createStageEffect()

StageEffect * createStageEffect ( s32  x,
s32  y,
s32  frame 
)

Creates a StageEffect at (x, y) with its sprites' frames from FRAME.

Definition at line 2 of file create_stage_effect.inc.c.

Referenced by updateStage().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ updateTileAnims()

void updateTileAnims ( StageTileAnims *  task)

Animates the map objects of animation 1 with updateTileAnimsFrames, stepped again for each map object that shows it (so it runs faster with more of them)

Animates the map objects of animation 1 with updateTileAnimsFrames, stepped again for each map object that shows it (so it runs faster with more of them)

Definition at line 6 of file update_tile_anims1.inc.c.

Referenced by createTileAnims().

Here is the call graph for this function:
Here is the caller graph for this function:

Variable Documentation

◆ stageFuncs

void(* stageFuncs[])(void) ( void  )
extern

The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.

Definition at line 585 of file wstag211.c.

Referenced by closeListMenu(), startStage(), updateEvent1510(), updateEvent1512(), updateEvent1514(), updateEvent1516(), updateEvent1518(), updateEvent1520(), updateEvent1602(), updateEvent1604(), updateEvent1616(), updateEvent1618(), updateEvent9(), updateListMenu(), and updateMenu().

◆ stageObjects

StageTile stageObjects[]
extern

The tables and color setupStage gives FIELDSTG_state (FieldState)

Definition at line 500 of file wstag211.c.

Referenced by setupStage().

◆ stageSlots

StageSlot stageSlots[]
extern

Definition at line 575 of file wstag211.c.

Referenced by setupStage().

◆ stageImages

ActorImage stageImages[]
extern

Definition at line 152 of file wstag211.c.

Referenced by setupStage().

◆ stageActors

FieldActorEntry* stageActors[]
extern

Definition at line 460 of file wstag211.c.

Referenced by setupStage().

◆ stageColor

const CVECTOR stageColor
extern

the color the setup copies to FIELDSTG_state.spriteColor

the color the setup copies to FIELDSTG_state.spriteColor

It starts the stage, before its jump tables: in wstag924.c GCC would align them to 8 bytes after it, so it is a file of its own, linked first

Definition at line 23 of file wstag211.c.

Referenced by setupStage().

◆ stageEvents

FieldEvent stageEvents[]
extern

Definition at line 588 of file wstag211.c.

Referenced by setupStage().

◆ stageBattles

FieldBattles stageBattles[]
extern

Definition at line 149 of file wstag211.c.

Referenced by setupStage().

◆ placePoints

StagePoints* placePoints[]
extern

Names some stages define.

Definition at line 69 of file wstag825.c.

Referenced by updateStage(), and updateStage().

◆ effectFrames

AnimFrame effectFrames[]
extern

Definition at line 1050 of file wstag311.c.

Referenced by updateStageEffect().

◆ effectClutFrames

AnimFrame effectClutFrames[]
extern

Definition at line 1046 of file wstag311.c.

Referenced by updateStageEffect().