8#define END_CHOICE(n, a, b) \
9 void FIELDSTG_endChoice##n##Answer0(void) { \
10 FLAGS_00.applyAction(a, 1); \
11 FLAGS_00.applyAction(b, 1); \
12 FLAGS_00.applyAction(0x400 + n, 1); \
15 void FIELDSTG_endChoice##n##Answer1(void) { \
16 FLAGS_00.applyAction(0x400 + n, 1); \
39#if VERSION_US || VERSION_JP
40#define FIELD_FILE 0x19F
42#define FIELD_FILE 0x1AD
52#if VERSION_US || VERSION_JP
59#if VERSION_US || VERSION_JP
GameState GAME
The save data, the game mode and the methods.
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
FIELDSTG.PRO: the field mode, where the player walks around the map.
#define END_CHOICE(n, a, b)
The ends of the events of question n's answers (FIELDSTG_events): both set event flag 0x400 + n,...
void FIELDSTG_setupField(void)
The setup of the field's own stage (FIELDSTG_initFuncs), which fills FIELDSTG_state as the stage over...
const CVECTOR FIELDSTG_startColor
The color the field's stage starts with (FieldState.spriteColor)
FieldEvent FIELDSTG_events[]
The story events (FIELDSTG_setupField), up to the first id -1: the scripts are WSTAG260's,...
FieldActorEntry * FIELDSTG_actorList[]
StageTile FIELDSTG_mapObjects[]
The field's map objects (FieldState.objects), up to the first margin 0.
FieldImages FIELDSTG_images
The field's own image and its actors' (FieldState.images)
StageSlot FIELDSTG_slots[]
What the player can trigger on the field's map (FieldState.slots), up to type 0.
FieldState FIELDSTG_state
#define MUSIC_CARGO_TOWER
ENV_0204: the Cargo Tower.
#define MUSIC_EAUCTION
EAUCTION: the Cargo Tower at some points of the story (FIELDSTG_setupField)
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
#define SPECIAL_LOSE_32000_BIT
an action: takes 32000 BIT (MONEY_LOSSES[9])
@ STORY_BLACK_ID_PASS
WSTAG756 (Battle Gate), event 911: the Black ID Pass.
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
@ STORY_BULBMON_FOUND
WSTAG520 (Suzaku Hall), event 695: another earthquake; Bulbmon digs the holes.
@ STORY_BLUE_ID_PASS
WSTAG421 (Qing Long City), event 743: with the Blue ID Pass a Trooper takes the player for the Qing L...
@ STORY_SEPIKMON_MASK_LOST
WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his ...
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
@ STORY_NUMEMON_FOUND
WSTAG685 (Underground Cave, Byakko City), event 413: the rock blocking the hole is Numemon.
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
@ STORY_TEDDY_FOUND
WSTAG212, event 352: Teddy is found; MAGAMI is part of the A.o.A, and the player sets off to beat the...
@ STORY_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
@ STORY_WAY_TO_AMATERASU
WSTAG305, events 893 and 895: the way into Amaterasu City, the A.o.A's headquarters,...
@ STORY_DE_KNOWLEDGE
WSTAG526 (Zhu Que UG Lake), event 760: the fight with Zanbamon (the DE Knowledge)
@ STORY_GENBU_BADGE
WSTAG755 (Battle Gate), event 781: the Xuen Wu Chief, who holds the Black ID Pass,...
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
@ STORY_SEIRYU_BADGE
WSTAG420, event 71: the Seiryu Leader is beaten (the Silver ID and the Seiryu Badge),...
#define SPECIAL_LOSE_4000_BIT
an action: takes 4000 BIT (MONEY_LOSSES[3])
#define SPECIAL_LOSE_17500_BIT
an action: takes 17500 BIT (MONEY_LOSSES[7])
#define SPECIAL_LOSE_6000_BIT
an action: takes 6000 BIT (MONEY_LOSSES[4])
#define SPECIAL_LOSE_24000_BIT
an action: takes 24000 BIT (MONEY_LOSSES[8])
#define SPECIAL_LOSE_2700_BIT
an action: takes 2700 BIT (MONEY_LOSSES[2])
#define SPECIAL_LOSE_1600_BIT
an action: takes 1600 BIT (MONEY_LOSSES[1])
#define SPECIAL_LOSE_11500_BIT
an action: takes 11500 BIT (MONEY_LOSSES[6])
#define SPECIAL_LOSE_8700_BIT
an action: takes 8700 BIT (MONEY_LOSSES[5])
#define SPECIAL_LOSE_800_BIT
an action: takes 800 BIT (MONEY_LOSSES[0])
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
FieldEvent * events
up to the first id -1
s32 soundBank
SOUND.loadBank's, or 0.
StageTile * objects
the map objects, up to the first margin 0
s32 imageFile
or an image archive file, or 0
Vec2 start
where the player starts
StageSlot * slots
up to the first type 0
ActorImage * actors
then the actors', from actors[2]
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
s32 startDir
and its direction
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
s32 textFile
the stage's text file, for the talks
union FieldState::@12 images
FieldImage * field
the field's image (the first two ActorImages)
s32 music
SOUND.playSound's, or 0.