|
Digimon World 3 decomp
The European version, SLES_039.36
|
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG. More...
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 [] |
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):
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.
| #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.
The match depends on this statement macro's do-while.
| #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).
| #define TEXT_ENTRY | ( | file, | |
| n | |||
| ) | ((LANGUAGE << 16) + ((file) << 16 | (n))) |
| #define EXTRA_TEXT (TEXT_EVENTS_900 - 1) |
| #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)
| 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().
| 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.
| 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().
| 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().
|
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().
|
extern |
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition at line 500 of file wstag211.c.
Referenced by setupStage().
|
extern |
Definition at line 575 of file wstag211.c.
Referenced by setupStage().
|
extern |
Definition at line 152 of file wstag211.c.
Referenced by setupStage().
|
extern |
Definition at line 460 of file wstag211.c.
Referenced by setupStage().
|
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().
|
extern |
Definition at line 588 of file wstag211.c.
Referenced by setupStage().
|
extern |
Definition at line 149 of file wstag211.c.
Referenced by setupStage().
|
extern |
Names some stages define.
Definition at line 69 of file wstag825.c.
Referenced by updateStage(), and updateStage().
|
extern |
Definition at line 1050 of file wstag311.c.
Referenced by updateStageEffect().
|
extern |
Definition at line 1046 of file wstag311.c.
Referenced by updateStageEffect().