Digimon World 3 decomp
The European version, SLES_039.36
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wstag200.c
Go to the documentation of this file.
1/*
2 * WSTAG200: Asuka City, Central Sector: the streets by the bridge. Exits to
3 * Asuka Bridge (WSTAG205), the Main Lobby (210), the Digimon Lab (220), the
4 * Inn (235), Smith's Shop (245) and Lamb Chop (255).
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
10/* Creates the event object of progress 3, which depends on flag 0x400D */
11void updateStage(StageTask *task, void **children) {
12 switch (task->state) {
13 case TASK_INIT:
14 default:
17 }
18 task->nextState(task);
19 break;
20 case TASK_RUN:
21 case TASK_DONE:
22 case TASK_KILL:
23 break;
24 }
25}
26
27#define STAGE_CHILDREN_SIZE 4
29
30/*
31 * After event 50, with Tamer Genji: starts the stage's event battle 1 and
32 * keeps it from playing again
33 */
38
39/* After event 52, with Tamer Genji: moves the story on to STORY_GENJI_BEATEN */
43
44const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 };
45#if VERSION_US || VERSION_JP
46#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_00)
47#define EVENT_TEXT_FILE (TEXT_EVENTS_200 - 1)
48#define STAGE_FILE 0x189
49#define STAGE_ARCHIVE 0x30F
50#elif VERSION_EU
51#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_00)
52#define EVENT_TEXT_FILE (TEXT_EVENTS_200 - 1)
53#define STAGE_FILE 0x197
54#define STAGE_ARCHIVE 0x31E
55#endif
56/*
57 * Sets the stage up: its map, actors, battles and events, playing ASKA_BGM;
58 * BGM_0029 instead at story steps 0x14 to 0x17 and 0x27 to 0x28
59 */
88
90 SCRIPT_FOLLOW(1, 1),
91 SCRIPT_PLACE(1, 0x418, 0xD4),
92 SCRIPT_POSE(1, 1, 1),
93 SCRIPT_PLACE(0x39, 0x448, 0x11E),
94 SCRIPT_POSE(0x39, 1, 1),
96 SCRIPT_WAIT(0x78),
97 SCRIPT_WALK(1, 0x3E8, 0xEC, 1),
98 SCRIPT_WAIT(0x3C),
99 SCRIPT_COMMAND(0x323, 0x325, 0x39),
100 SCRIPT_WAIT(0x3C),
101 SCRIPT_COMMAND(0x323, 0x326, 0x39),
102 SCRIPT_WAIT(0x1E),
103 SCRIPT_WALK(0x39, 0x408, 0xFE, 3),
104 SCRIPT_WAIT_WALK(0x39),
105 SCRIPT_POSE(1, 1, 7),
106 SCRIPT_POSE(0x39, 1, 3),
107 SCRIPT_WAIT(0x1E),
108 SCRIPT_TALK(0, 1, 0x39, 3),
110 SCRIPT_WAIT(0x1E),
111 SCRIPT_TALK(0, 2, 1, 0),
113 SCRIPT_WAIT(0x1E),
114 SCRIPT_TALK(0, 3, 0x39, 3),
116 SCRIPT_WAIT(0x1E),
118};
120 SCRIPT_PLACE(1, 0x3E8, 0xEC),
121 SCRIPT_POSE(1, 1, 7),
122 SCRIPT_PLACE(0x39, 0x408, 0xFE),
123 SCRIPT_POSE(0x39, 1, 3),
124 SCRIPT_WAIT(0x78),
125 SCRIPT_TALK(0, 1, 1, 0),
126 SCRIPT_POSE(1, 7, 7),
128 SCRIPT_POSE(1, 1, 7),
129 SCRIPT_WAIT(0x1E),
130 SCRIPT_TALK(0, 2, 0x39, 3),
132 SCRIPT_WAIT(0x1E),
133 SCRIPT_TALK(0, 3, 1, 0),
134 SCRIPT_POSE(1, 7, 7),
136 SCRIPT_POSE(1, 1, 7),
137 SCRIPT_WAIT(0x1E),
138 SCRIPT_TALK(0, 4, 0x39, 3),
140 SCRIPT_WAIT(0x1E),
141 SCRIPT_TALK(0, 5, 1, 0),
142 SCRIPT_POSE(1, 7, 7),
144 SCRIPT_POSE(1, 1, 7),
145 SCRIPT_WAIT(0x1E),
146 SCRIPT_TALK(0, 6, 0x39, 3),
148 SCRIPT_WAIT(0x1E),
149 SCRIPT_TALK(0, 7, 1, 0),
150 SCRIPT_POSE(1, 7, 7),
152 SCRIPT_POSE(1, 1, 7),
153 SCRIPT_WAIT(0x1E),
154 SCRIPT_TALK(0, 8, 0x39, 3),
156 SCRIPT_WAIT(0x1E),
157 SCRIPT_LEAVE(0x206, 0x70, 0xF0, 7),
159};
160AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
161AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
162AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
163AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
164AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
165AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
166AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
167AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
176AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
177AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
178AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
179AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
180AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
189AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
190AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
191AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
192AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
193AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
202AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
203AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
204AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
205AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
206AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
216 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
217 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
218 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
219 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
220 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
221 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
222 { 0x1C0, 0x100, 0x1F6, 0x17C, 0x2D8, 0x7C, 0x170, 0x1F2 },
223 { 0x1C0, 0x100, 0x1C0, 0x185, 0x200, 0x85, 0x170, 0x1F1 },
224 { 0x1C0, 0x100, 0x1F6, 0x154, 0x2D8, 0x54, 0x170, 0x1F0 },
225 { 0x1C0, 0x100, 0x1D4, 0x185, 0x250, 0x85, 0x170, 0x1EF },
226 { 0x1C0, 0x100, 0x1DC, 0x185, 0x270, 0x85, 0x170, 0x1EE },
227 { 0x1C0, 0x100, 0x1E4, 0x18C, 0x290, 0x8C, 0x170, 0x1ED },
228 { 0x1C0, 0x100, 0x1C8, 0x192, 0x220, 0x92, 0x170, 0x1EC },
229 { 0x1C0, 0x100, 0x1EC, 0x19C, 0x2B0, 0x9C, 0x170, 0x1EB },
230 { 0x1C0, 0x100, 0x1F4, 0x19C, 0x2D0, 0x9C, 0x170, 0x1EA },
231 { 0x1C0, 0x100, 0x1C0, 0x1A5, 0x200, 0xA5, 0x170, 0x1E9 },
232};
243 FLAG(0, 0), 1,
244 PARTY_STAT(0), 1,
245 PARTY_STAT(2), 1,
247 CODES_END,
248};
251 FLAG(0, 0), 1,
252 PARTY_STAT(0), 1,
253 PARTY_STAT(2), 1,
255 ITEM(0, 0x12), 0,
256 CODES_END,
257};
259 ITEM(0, 0x12), 1,
260 FLAG(0, 0), 1,
261 PARTY_STAT(0), 1,
262 PARTY_STAT(2), 1,
264 PARTY_STAT(4), 0,
265 CODES_END,
266};
268 FLAG(0, 0), 1,
269 PARTY_STAT(2), 1,
270 ITEM(0, 0x12), 1,
271 PARTY_STAT(0), 1,
273 PARTY_STAT(4), 1,
274 CODES_END,
275};
283 FLAG(0, 0), 1,
284 PARTY_STAT(0), 1,
285 PARTY_STAT(2), 1,
287 CODES_END,
288};
291 ITEM(0, 0x12), 0,
292 FLAG(0, 0), 1,
293 PARTY_STAT(0), 1,
295 PARTY_STAT(2), 1,
296 CODES_END,
297};
299 FLAG(0, 0), 1,
300 PARTY_STAT(0), 1,
301 PARTY_STAT(2), 1,
303 ITEM(0, 0x12), 1,
304 PARTY_STAT(4), 0,
305 CODES_END,
306};
308 FLAG(0, 0), 1,
309 PARTY_STAT(0), 1,
310 PARTY_STAT(2), 1,
312 ITEM(0, 0x12), 1,
313 PARTY_STAT(4), 1,
314 CODES_END,
315};
323 PARTY_STAT(0), 1,
325 FLAG(0, 0), 1,
326 PARTY_STAT(2), 1,
327 CODES_END,
328};
331 FLAG(0, 0), 1,
332 PARTY_STAT(0), 1,
333 PARTY_STAT(2), 1,
335 ITEM(0, 0x12), 0,
336 CODES_END,
337};
339 PARTY_STAT(0), 1,
341 PARTY_STAT(4), 0,
342 FLAG(0, 0), 1,
343 PARTY_STAT(2), 1,
344 ITEM(0, 0x12), 1,
345 CODES_END,
346};
348 FLAG(0, 0), 1,
349 PARTY_STAT(2), 1,
350 ITEM(0, 0x12), 1,
351 PARTY_STAT(4), 1,
352 PARTY_STAT(0), 1,
354 CODES_END,
355};
367 FLAG(0, 0), 1,
368 PARTY_STAT(2), 1,
369 PARTY_STAT(0), 1,
371 CODES_END,
372};
375 FLAG(0, 0), 1,
376 PARTY_STAT(2), 1,
377 ITEM(0, 0x12), 0,
378 PARTY_STAT(2), 1,
380 CODES_END,
381};
383 FLAG(0, 0), 1,
384 PARTY_STAT(0), 1,
385 ITEM(0, 0x12), 1,
386 PARTY_STAT(4), 0,
387 PARTY_STAT(2), 1,
389 CODES_END,
390};
392 FLAG(0, 0), 1,
394 PARTY_STAT(4), 1,
395 PARTY_STAT(0), 1,
396 PARTY_STAT(2), 1,
397 ITEM(0, 0x12), 1,
398 CODES_END,
399};
406 { NULL, NULL, 0x13 },
407 { NULL, NULL, 0 },
408};
410 { NULL, NULL, 0x26F },
411 { NULL, NULL, 0 },
412};
414 { NULL, NULL, 0x270 },
415 { NULL, NULL, 0 },
416};
418 { NULL, NULL, 0x271 },
419 { NULL, NULL, 0 },
420};
422 { NULL, NULL, 0x26E },
423 { NULL, NULL, 0 },
424};
426 { NULL, NULL, 0x272 },
427 { NULL, NULL, 0 },
428};
430 { NULL, NULL, 0x4A3 },
431 { NULL, NULL, 0 },
432};
434 { NULL, NULL, 0x273 },
435 { NULL, NULL, 0 },
436};
438 { NULL, NULL, 0x274 },
439 { NULL, NULL, 0 },
440};
442 { NULL, NULL, 0x275 },
443 { NULL, NULL, 0 },
444};
446 { actor11Talk0Conditions, NULL, 0x26E },
447 { actor11Talk1Conditions, NULL, 0x4A3 },
448 { NULL, NULL, 0 },
449};
451 { NULL, NULL, 0xF },
452 { NULL, NULL, 0 },
453};
455 { NULL, NULL, 0x299 },
456 { NULL, NULL, 0 },
457};
459 { NULL, NULL, 0x29A },
460 { NULL, NULL, 0 },
461};
463 { NULL, NULL, 0x29B },
464 { NULL, NULL, 0 },
465};
467 { NULL, NULL, 0x29C },
468 { NULL, NULL, 0 },
469};
471 { NULL, NULL, 0x29D },
472 { NULL, NULL, 0 },
473};
475 { actor18Talk0Conditions, NULL, 0x299 },
476 { actor18Talk1Conditions, NULL, 0x4A5 },
477 { NULL, NULL, 0 },
478};
480 { NULL, NULL, 0x29E },
481 { NULL, NULL, 0 },
482};
484 { NULL, NULL, 0x29F },
485 { NULL, NULL, 0 },
486};
488 { NULL, NULL, 0x2A0 },
489 { NULL, NULL, 0 },
490};
492 { NULL, NULL, 0x4A5 },
493 { NULL, NULL, 0 },
494};
532 { NULL, NULL, 0x41A },
533 { NULL, NULL, 0 },
534};
546 { NULL, NULL, 0x2A1 },
547 { NULL, NULL, 0 },
548};
550 { NULL, NULL, 0x276 },
551 { NULL, NULL, 0 },
552};
554 { actor32Talk0Conditions, NULL, 0x4D },
555 { actor32Talk1Conditions, NULL, 0x4E },
556 { NULL, NULL, 0 },
557};
559 { NULL, NULL, 0x15 },
560 { NULL, NULL, 0 },
561};
563 { NULL, NULL, 0x25A },
564 { NULL, NULL, 0 },
565};
567 { NULL, NULL, 0x25B },
568 { NULL, NULL, 0 },
569};
571 { NULL, NULL, 0x25C },
572 { NULL, NULL, 0 },
573};
575 { NULL, NULL, 0x25D },
576 { NULL, NULL, 0 },
577};
579 { NULL, NULL, 0x25E },
580 { NULL, NULL, 0 },
581};
583 { NULL, NULL, 0x263 },
584 { NULL, NULL, 0 },
585};
587 { NULL, NULL, 0x25F },
588 { NULL, NULL, 0 },
589};
591 { NULL, NULL, 0x260 },
592 { NULL, NULL, 0 },
593};
595 { NULL, NULL, 0x261 },
596 { NULL, NULL, 0 },
597};
599 { NULL, NULL, 0x262 },
600 { NULL, NULL, 0 },
601};
603 { NULL, NULL, 0x14 },
604 { NULL, NULL, 0 },
605};
607 { NULL, NULL, 0x265 },
608 { NULL, NULL, 0 },
609};
611 { NULL, NULL, 0x266 },
612 { NULL, NULL, 0 },
613};
615 { NULL, NULL, 0x267 },
616 { NULL, NULL, 0 },
617};
619 { NULL, NULL, 0x264 },
620 { NULL, NULL, 0 },
621};
623 { NULL, NULL, 0x268 },
624 { NULL, NULL, 0 },
625};
627 { actor50Talk0Conditions, NULL, 0x264 },
628 { actor50Talk1Conditions, NULL, 0x4A4 },
629 { NULL, NULL, 0 },
630};
632 { NULL, NULL, 0x269 },
633 { NULL, NULL, 0 },
634};
636 { NULL, NULL, 0x26A },
637 { NULL, NULL, 0 },
638};
640 { NULL, NULL, 0x26B },
641 { NULL, NULL, 0 },
642};
644 { NULL, NULL, 0x26C },
645 { NULL, NULL, 0 },
646};
648 { NULL, NULL, 0x4A4 },
649 { NULL, NULL, 0 },
650};
776FieldActorEntry actor25 = { actor25Conditions, NULL, 0x39, 7, 1096, 286, 1 };
808 &actor0,
809 &actor1,
810 &actor2,
811 &actor3,
812 &actor4,
813 &actor5,
814 &actor6,
815 &actor7,
816 &actor8,
817 &actor9,
818 &actor10,
819 &actor11,
820 &actor12,
821 &actor13,
822 &actor14,
823 &actor15,
824 &actor16,
825 &actor17,
826 &actor18,
827 &actor19,
828 &actor20,
829 &actor21,
830 &actor22,
831 &actor23,
832 &actor24,
833 &actor25,
834 &actor26,
835 &actor27,
836 &actor28,
837 &actor29,
838 &actor30,
839 &actor31,
840 &actor32,
841 &actor33,
842 &actor34,
843 &actor35,
844 &actor36,
845 &actor37,
846 &actor38,
847 &actor39,
848 &actor40,
849 &actor41,
850 &actor42,
851 &actor43,
852 &actor44,
853 &actor45,
854 &actor46,
855 &actor47,
856 &actor48,
857 &actor49,
858 &actor50,
859 &actor51,
860 &actor52,
861 &actor53,
862 &actor54,
863 &actor55,
864 NULL,
865};
867 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 6, 0, 1048, 211, 0, 0 },
868 { 1, 0, 0x40, 2, 0x48, 2, 0, 3, 6, 0, 437, 437, 0, 0 },
869 { 1, 0, 0x40, 2, 0x48, 2, 0, 3, 6, 0, 533, 389, 0, 0 },
870 { 1, 0, 0x40, 2, 0x49, 2, 0, 3, 6, 0, 1231, 344, 0, 0 },
871 { 1, 0, 0x40, 2, 0x4A, 2, 0, 3, 6, 0, 623, 331, 0, 0 },
872 { 1, 0, 0x40, 2, 0x10, 0, 0, 0, 0, 0, 268, 384, 0, 0 },
873 { 1, 0, 0x48, 2, 0x11, 0, 0, 0, 0, 0, 274, 440, 0, 0 },
874 { 1, 0, 0x40, 2, 0x12, 0, 0, 0, 0, 0, 1044, 416, 0, 0 },
875 { 1, 0, 0x40, 2, 0x13, 0, 0, 0, 0, 0, 1088, 384, 0, 0 },
876 { 1, 0, 0x40, 2, 0xA, 1, 0xA, 0xF, 8, 0, 123, 518, 0, 0 },
877 { 1, 0, 0x40, 2, 0xA, 1, 0xA, 0xF, 8, 0, 355, 626, 0, 0 },
878 { 1, 0, 0x40, 6, 0x47, 2, 0, 3, 6, 0, 430, 722, 0, 0 },
879 { 1, 0, 0x40, 6, 0x47, 2, 0, 3, 6, 0, 501, 687, 0, 0 },
880 { 1, 0, 0x40, 6, 0x47, 2, 0, 3, 6, 0, 945, 160, 0, 0 },
881 { 1, 0, 0x40, 6, 0x47, 2, 0, 3, 6, 0, 1096, 700, 0, 0 },
882 { 1, 0, 0x40, 6, 0x47, 2, 0, 3, 6, 0, 1142, 723, 0, 0 },
883 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 483, 414, 0, 0 },
884 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 597, 695, 0, 0 },
885 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 642, 672, 0, 0 },
886 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 754, 617, 0, 0 },
887 { 1, 0, 0x40, 6, 0x49, 2, 0, 3, 6, 0, 1023, 463, 0, 0 },
888 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 669, 308, 0, 0 },
889 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 379, 807, 0, 0 },
890 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 503, 863, 0, 0 },
891 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 888, 683, 0, 0 },
892 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 940, 652, 0, 0 },
893 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 982, 613, 0, 0 },
894 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1028, 842, 0, 0 },
895 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1049, 728, 0, 0 },
896 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1205, 438, 0, 0 },
897 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1250, 795, 0, 0 },
898 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 252, 805, 0, 0 },
899 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 962, 641, 0, 0 },
900 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 997, 616, 0, 0 },
901 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1013, 582, 0, 0 },
902 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1055, 570, 0, 0 },
903 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1111, 806, 0, 0 },
904 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1117, 352, 0, 0 },
905 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1168, 791, 0, 0 },
906 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 207, 510, 0, 0 },
907 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 277, 265, 0, 0 },
908 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 375, 819, 0, 0 },
909 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 473, 878, 0, 0 },
910 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 539, 844, 0, 0 },
911 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 903, 771, 0, 0 },
912 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 982, 769, 0, 0 },
913 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1027, 745, 0, 0 },
914 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1054, 560, 0, 0 },
915 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1066, 878, 0, 0 },
916 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1075, 817, 0, 0 },
917 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1151, 788, 0, 0 },
918 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1197, 422, 0, 0 },
919 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 99, 649, 0, 0 },
920 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 340, 734, 0, 0 },
921 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 372, 865, 0, 0 },
922 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 562, 848, 0, 0 },
923 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 866, 606, 0, 0 },
924 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 929, 659, 0, 0 },
925 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1025, 722, 0, 0 },
926 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1032, 734, 0, 0 },
927 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1058, 835, 0, 0 },
928 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1240, 804, 0, 0 },
929 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 210, 645, 0, 0 },
930 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 455, 793, 0, 0 },
931 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 845, 597, 0, 0 },
932 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 915, 647, 0, 0 },
933 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1005, 702, 0, 0 },
934 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1183, 406, 0, 0 },
935 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 225, 814, 0, 0 },
936 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 235, 656, 0, 0 },
937 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 322, 260, 0, 0 },
938 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 353, 809, 0, 0 },
939 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 399, 780, 0, 0 },
940 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 425, 874, 0, 0 },
941 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 887, 617, 0, 0 },
942 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1004, 681, 0, 0 },
943 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1014, 762, 0, 0 },
944 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1059, 824, 0, 0 },
945 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1076, 720, 0, 0 },
946 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1077, 565, 0, 0 },
947 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1161, 394, 0, 0 },
948 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1217, 795, 0, 0 },
949 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 43, 657, 0, 0 },
950 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 124, 617, 0, 0 },
951 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 182, 805, 0, 0 },
952 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 192, 797, 0, 0 },
953 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 212, 468, 0, 0 },
954 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 217, 460, 0, 0 },
955 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 298, 247, 0, 0 },
956 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 396, 858, 0, 0 },
957 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 656, 802, 0, 0 },
958 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 678, 794, 0, 0 },
959 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 835, 638, 0, 0 },
960 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 850, 713, 0, 0 },
961 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 852, 699, 0, 0 },
962 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 866, 656, 0, 0 },
963 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 867, 705, 0, 0 },
964 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 876, 648, 0, 0 },
965 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 895, 628, 0, 0 },
966 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 925, 783, 0, 0 },
967 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 955, 784, 0, 0 },
968 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1012, 665, 0, 0 },
969 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1027, 656, 0, 0 },
970 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1040, 832, 0, 0 },
971 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1051, 411, 0, 0 },
972 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1061, 414, 0, 0 },
973 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1064, 754, 0, 0 },
974 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1075, 725, 0, 0 },
975 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1119, 793, 0, 0 },
976 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1279, 782, 0, 0 },
977 { 1, 0x64, 0x40, 6, 0x18, 0, 0, 0, 0, 0, 1045, 458, 0, 0 },
978 { 1, 0x65, 0x40, 6, 0x17, 0, 0, 0, 0, 0, 638, 321, 0, 0 },
979 { 1, 0x66, 0x40, 6, 0x14, 0, 0, 0, 0, 0, 277, 489, 0, 0 },
980 { 1, 0x67, 0x40, 6, 0x15, 0, 0, 0, 0, 0, 446, 416, 0, 0 },
981 { 1, 0x68, 0x40, 6, 0x16, 0, 0, 0, 0, 0, 542, 367, 0, 0 },
982 { 1, 0, 0x68, 6, 6, 1, 6, 8, 4, 0, 879, 428, 0, 0 },
983 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 6, 0, 241, 396, 0, 0 },
984 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 6, 0, 226, 450, 0, 0 },
985 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 6, 0, 1091, 316, 0, 0 },
986 { 1, 0, 0x40, 0xA, 0x57, 1, 0x57, 0x5A, 6, 0, 1103, 338, 0, 0 },
987 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 303, 495, 544, 0 },
988 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 409, 416, 472, 0 },
989 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 510, 375, 423, 0 },
990 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 609, 327, 375, 0 },
991 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 1051, 192, 246, 0 },
992 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 1073, 463, 512, 0 },
993 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
994};
996 { { { SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_GAME_MASTER_CAUGHT, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x202, 0x308, 0xE0, 1, 0, 0, 0 },
997 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x20F, 0xE0, 0x14E, 5, 0x66, 0, 0 },
998 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x20D, 0x178, 0x19C, 3, 0x67, 0, 0 },
999 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x20D, 0x218, 0x14C, 3, 0x68, 0, 0 },
1000 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x20A, 0x116, 0xDA, 3, 0x65, 0, 0 },
1001 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x203, 0x60, 0x190, 5, 0, 0, 0 },
1002 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x206, 0xD8, 0x178, 5, 0x64, 0, 0 },
1003 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
1004};
1005void (*stageFuncs[])(void) = {
1006 setupStage,
1007};
1009 { 50, script50, EVENT_TEXT(0xB), NULL, endEvent50 },
1010 { 52, script52, EVENT_TEXT(0xC), NULL, endEvent52 },
1011 { -1, NULL, 0, NULL, NULL },
1012};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
#define TASK_RUN
Definition task.h:35
#define TASK_KILL
Definition task.h:37
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
Definition task.h:34
#define TASK_DONE
Definition task.h:36
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
Definition event.c:250
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#define SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
Definition field_map.h:171
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
Definition field_map.h:85
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
Definition game_state.h:72
#define CODES_END
Definition game_state.h:83
#define ITEM(kind, id)
an item, in the bag or equipped; kind (bits 9-11) isn't read, and the scripts set it after the item's...
Definition game_state.h:80
#define PROGRESS(n)
GAME.progress is n.
Definition game_state.h:69
#define FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
Definition game_state.h:68
#define PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_ASUKA_CITY
ASKA_BGM: the Central Sector's streets and bridges, the Underground Path.
Definition sound.h:78
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
Definition sound.h:105
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
Definition sound.h:70
#define MUSIC_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
Definition sound.h:77
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
Definition sound.h:148
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define FLAG_GENJI_FOUGHT
wstag200 (Asuka City): Tamer Genji says "Let's see how well you've trained your Digimon.
Definition story.h:815
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
Definition story.h:1917
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_AGUMON_SUITS
WSTAG380 (Divermon's Lake), event 205: the Mischievous Mat, caught in his Etemon Suit,...
Definition story.h:52
@ STORY_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85
@ STORY_SEPIKMON_MASK_LOST
WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his ...
Definition story.h:49
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
Definition story.h:90
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_GENJI_BEATEN
WSTAG200, event 52: after the first battle, won against Tamer Genji (event 50), the Digimon Navi give...
Definition story.h:36
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ 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...
Definition story.h:67
@ STORY_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
Definition story.h:61
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ STORY_PARTNERS_RECEIVED
WSTAG212, events 10 to 12: the Tamer Service downloads the starter pack's Digimon (DM0010-DM0012,...
Definition story.h:32
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
Definition story.h:1920
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_GAME_MASTER_CAUGHT
GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[3])
Definition story.h:1872
#define FLAG_BARONMON_SEPIKMON_TALKED
wstag375 Protocol Ruins: Baronmon says Sepikmon had his mask and was last seen in Asuka City; Asuka t...
Definition story.h:1067
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])
Definition story.h:1875
#define SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED
GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
Definition story.h:1908
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define SPECIAL_STORY_GENJI_BEATEN_TO_GAME_MASTER_CAUGHT
GAME.progress is from STORY_GENJI_BEATEN to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[1])
Definition story.h:1866
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
#define SPECIAL_STORY_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF
GAME.progress is from STORY_SEIRYU_BADGE to STORY_ZANBAMON_DRIVEN_OFF (PROGRESS_RANGES[0xE])
Definition story.h:1905
#define FLAG_GENJI_FIRST_BATTLE_SEEN
wstag200 event 50: after the first battle, Tamer Genji tells the player to learn more; set at its end...
Definition story.h:1321
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
Definition story.h:1914
#define FLAG_MISCHIEVOUS_MAT_TALKED
wstag320 Asuka Sewers: Mischievous Mat says no Etemon was there; Kail then reacts to "a man instead o...
Definition story.h:1058
#define SPECIAL_STORY_SINCE_GENJI_BEATEN
GAME.progress is STORY_GENJI_BEATEN or later (PROGRESS_RANGES[6], to 0x63)
Definition story.h:1881
#define FLAG_MASTER_JOHN_LOST_DIGIMON_TALKED
wstag255 Lamb Chop: Master John says lost Digimon may enter the Admin Center; Kail's talk then picks ...
Definition story.h:1034
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
Definition field_map.h:402
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
Definition field_map.h:411
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
Definition field_map.h:422
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
Definition field_map.h:100
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
Definition field_map.h:104
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
Definition field_map.h:445
FieldEvent * events
up to the first id -1
Definition field_map.h:451
s32 soundBank
SOUND.loadBank's, or 0.
Definition field_map.h:459
StageTile * objects
the map objects, up to the first margin 0
Definition field_map.h:446
s32 imageFile
or an image archive file, or 0
Definition field_map.h:449
FieldBattles * battles
Definition field_map.h:450
Vec2 start
where the player starts
Definition field_map.h:456
StageSlot * slots
up to the first type 0
Definition field_map.h:447
ActorImage * actors
then the actors', from actors[2]
Definition field_map.h:454
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
Definition field_map.h:444
s32 startDir
and its direction
Definition field_map.h:457
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
s32 textFile
the stage's text file, for the talks
Definition field_map.h:461
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
Definition field_map.h:460
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
Definition field_map.h:176
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
s32(* checkCondition)(u16 code, u16 value)
Definition game_state.h:53
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
The task a stage starts (startStage), updated by its updateStage.
Definition stage.h:26
void(* nextState)(struct StageTask *task)
Definition stage.h:27
s32 state
Definition stage.h:27
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
Definition field_map.h:208
Definition gfx.h:352
u16 actor1Conditions[]
Definition wstag200.c:652
u16 actor26Conditions[]
Definition wstag200.c:697
AreaBattle area2Battle7
Definition wstag200.c:193
FieldActorEntry actor0
Definition wstag200.c:751
FieldActorEntry actor55
Definition wstag200.c:806
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag200.c:1005
FieldActorEntry actor6
Definition wstag200.c:757
FieldTalk actor37Talks[]
Definition wstag200.c:574
u16 actor23Talk0Actions[]
Definition wstag200.c:238
FieldTalk actor54Talks[]
Definition wstag200.c:643
u16 actor24Talk4Conditions[]
Definition wstag200.c:290
u16 actor11Conditions[]
Definition wstag200.c:667
FieldActorEntry actor52
Definition wstag200.c:803
FieldTalk actor31Talks[]
Definition wstag200.c:549
u16 actor23Talk5Conditions[]
Definition wstag200.c:258
u16 actor32Talk1Conditions[]
Definition wstag200.c:402
u16 actor23Talk2Actions[]
Definition wstag200.c:241
u16 actor23Talk3Conditions[]
Definition wstag200.c:242
FieldTalk actor2Talks[]
Definition wstag200.c:409
AreaBattle area2Battle6
Definition wstag200.c:192
u16 actor26Talk0Actions[]
Definition wstag200.c:318
void endEvent50(void)
After event 50, with Tamer Genji: starts the stage's event battle 1 and keeps it from playing again.
Definition wstag200.c:34
s16 script50[]
Definition wstag200.c:89
u16 actor24Talk2Actions[]
Definition wstag200.c:281
FieldTalk actor47Talks[]
Definition wstag200.c:614
u16 actor24Talk3Conditions[]
Definition wstag200.c:282
FieldTalk actor42Talks[]
Definition wstag200.c:594
u16 actor24Talk1Conditions[]
Definition wstag200.c:279
FieldTalk actor53Talks[]
Definition wstag200.c:639
u16 actor10Conditions[]
Definition wstag200.c:666
FieldActorEntry actor25
Definition wstag200.c:776
u16 actor29Talk2Conditions[]
Definition wstag200.c:364
u16 actor26Talk5Conditions[]
Definition wstag200.c:338
FieldActorEntry actor24
Definition wstag200.c:775
u16 actor18Conditions[]
Definition wstag200.c:679
u16 actor23Talk2Conditions[]
Definition wstag200.c:240
FieldActorEntry actor17
Definition wstag200.c:768
FieldActorEntry actor39
Definition wstag200.c:790
u16 actor26Talk0Conditions[]
Definition wstag200.c:317
u16 actor34Conditions[]
Definition wstag200.c:724
FieldActorEntry actor33
Definition wstag200.c:784
FieldTalk actor38Talks[]
Definition wstag200.c:578
FieldTalk actor14Talks[]
Definition wstag200.c:458
u16 actor24Conditions[]
Definition wstag200.c:690
FieldActorEntry actor18
Definition wstag200.c:769
FieldTalk actor5Talks[]
Definition wstag200.c:421
AreaBattle area1Battle6
Definition wstag200.c:179
u16 actor23Talk0Conditions[]
Definition wstag200.c:237
u16 actor26Talk3Actions[]
Definition wstag200.c:329
FieldActorEntry actor40
Definition wstag200.c:791
FieldTalk actor43Talks[]
Definition wstag200.c:598
u16 actor27Talk1Conditions[]
Definition wstag200.c:358
u16 actor11Talk1Conditions[]
Definition wstag200.c:234
u16 actor42Conditions[]
Definition wstag200.c:732
u16 actor46Conditions[]
Definition wstag200.c:736
FieldActorEntry actor5
Definition wstag200.c:756
u16 actor26Talk3Conditions[]
Definition wstag200.c:322
u16 actor29Talk3Conditions[]
Definition wstag200.c:366
FieldActorEntry actor37
Definition wstag200.c:788
u16 actor27Talk2Actions[]
Definition wstag200.c:361
u16 actor26Talk2Conditions[]
Definition wstag200.c:320
FieldActorEntry actor53
Definition wstag200.c:804
FieldTalk actor52Talks[]
Definition wstag200.c:635
u16 actor24Talk6Conditions[]
Definition wstag200.c:307
FieldActorEntry actor36
Definition wstag200.c:787
void endEvent52(void)
After event 52, with Tamer Genji: moves the story on to STORY_GENJI_BEATEN.
Definition wstag200.c:40
u16 actor35Conditions[]
Definition wstag200.c:725
FieldTalk actor33Talks[]
Definition wstag200.c:558
u16 actor29Talk0Conditions[]
Definition wstag200.c:362
FieldTalk actor41Talks[]
Definition wstag200.c:590
u16 actor22Conditions[]
Definition wstag200.c:683
AreaBattle area0Battle7
Definition wstag200.c:167
FieldActorEntry actor2
Definition wstag200.c:753
FieldActorEntry actor31
Definition wstag200.c:782
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag200.c:44
u16 actor29Talk1Conditions[]
Definition wstag200.c:363
FieldTalk actor50Talks[]
Definition wstag200.c:626
AreaBattle area3Battle4
Definition wstag200.c:203
AreaBattle area3Battle3
Definition wstag200.c:202
u16 actor24Talk3Actions[]
Definition wstag200.c:289
AreaBattle area0Battle1
Definition wstag200.c:161
u16 actor38Conditions[]
Definition wstag200.c:728
FieldActorEntry actor23
Definition wstag200.c:774
FieldActorEntry actor19
Definition wstag200.c:770
AreaBattle area2Battle0
Definition wstag200.c:186
FieldTalk actor36Talks[]
Definition wstag200.c:570
u16 actor9Conditions[]
Definition wstag200.c:665
FieldActorEntry * stageActors[]
Definition wstag200.c:807
u16 actor29Talk6Actions[]
Definition wstag200.c:400
u16 actor29Talk6Conditions[]
Definition wstag200.c:391
FieldActorEntry actor28
Definition wstag200.c:779
AreaBattle area1Battle2
Definition wstag200.c:175
u16 actor23Conditions[]
Definition wstag200.c:684
u16 actor23Talk3Actions[]
Definition wstag200.c:249
u16 actor32Conditions[]
Definition wstag200.c:718
FieldActorEntry actor45
Definition wstag200.c:796
AreaBattle area3Battle0
Definition wstag200.c:199
u16 actor29Conditions[]
Definition wstag200.c:715
u16 actor11Talk0Conditions[]
Definition wstag200.c:233
u16 actor47Conditions[]
Definition wstag200.c:737
u16 actor53Conditions[]
Definition wstag200.c:748
u16 actor30Conditions[]
Definition wstag200.c:716
u16 actor52Conditions[]
Definition wstag200.c:747
FieldActorEntry actor22
Definition wstag200.c:773
u16 actor37Conditions[]
Definition wstag200.c:727
AreaBattle area0Battle6
Definition wstag200.c:166
u16 actor44Conditions[]
Definition wstag200.c:734
u16 actor18Talk1Conditions[]
Definition wstag200.c:236
FieldActorEntry actor41
Definition wstag200.c:792
FieldTalk actor1Talks[]
Definition wstag200.c:405
u16 actor13Conditions[]
Definition wstag200.c:669
AreaBattle area3Battle2
Definition wstag200.c:201
u16 actor26Talk4Conditions[]
Definition wstag200.c:330
FieldTalk actor35Talks[]
Definition wstag200.c:566
u16 actor24Talk6Actions[]
Definition wstag200.c:316
FieldActorEntry actor29
Definition wstag200.c:780
FieldTalk actor44Talks[]
Definition wstag200.c:602
u16 actor48Conditions[]
Definition wstag200.c:738
AreaBattle area3Battle1
Definition wstag200.c:200
#define STAGE_ARCHIVE
Definition wstag200.c:54
FieldTalk actor21Talks[]
Definition wstag200.c:487
AreaBattle area0Battle3
Definition wstag200.c:163
FieldActorEntry actor27
Definition wstag200.c:778
FieldTalk actor20Talks[]
Definition wstag200.c:483
FieldActorEntry actor10
Definition wstag200.c:761
u16 actor31Conditions[]
Definition wstag200.c:717
u16 actor19Conditions[]
Definition wstag200.c:680
FieldTalk actor49Talks[]
Definition wstag200.c:622
FieldTalk actor4Talks[]
Definition wstag200.c:417
u16 actor4Conditions[]
Definition wstag200.c:655
FieldTalk actor27Talks[]
Definition wstag200.c:525
FieldActorEntry actor4
Definition wstag200.c:755
u16 actor3Conditions[]
Definition wstag200.c:654
AreaBattle area3Battle6
Definition wstag200.c:205
u16 actor26Talk1Conditions[]
Definition wstag200.c:319
u16 actor26Talk2Actions[]
Definition wstag200.c:321
u16 actor54Conditions[]
Definition wstag200.c:749
FieldTalk actor17Talks[]
Definition wstag200.c:470
FieldTalk actor39Talks[]
Definition wstag200.c:582
FieldActorEntry actor35
Definition wstag200.c:786
FieldTalk actor11Talks[]
Definition wstag200.c:445
FieldActorEntry actor32
Definition wstag200.c:783
FieldActorEntry actor8
Definition wstag200.c:759
FieldActorEntry actor44
Definition wstag200.c:795
ActorImage stageImages[]
Definition wstag200.c:215
u16 actor23Talk6Actions[]
Definition wstag200.c:276
FieldTalk actor28Talks[]
Definition wstag200.c:531
FieldActorEntry actor51
Definition wstag200.c:802
FieldTalk actor6Talks[]
Definition wstag200.c:425
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing ASKA_BGM; BGM_0029 instead at story s...
Definition wstag200.c:60
FieldActorEntry actor43
Definition wstag200.c:794
FieldTalk actor19Talks[]
Definition wstag200.c:479
FieldTalk actor51Talks[]
Definition wstag200.c:631
AreaBattle area2Battle4
Definition wstag200.c:190
FieldActorEntry actor48
Definition wstag200.c:799
u16 actor33Conditions[]
Definition wstag200.c:723
u16 actor27Talk1Actions[]
Definition wstag200.c:359
FieldTalk actor23Talks[]
Definition wstag200.c:495
u16 actor16Conditions[]
Definition wstag200.c:677
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag200.c:866
u16 actor41Conditions[]
Definition wstag200.c:731
FieldActorEntry actor9
Definition wstag200.c:760
u16 actor8Conditions[]
Definition wstag200.c:664
FieldActorEntry actor20
Definition wstag200.c:771
FieldTalk actor26Talks[]
Definition wstag200.c:515
u16 actor23Talk6Conditions[]
Definition wstag200.c:267
u16 actor5Conditions[]
Definition wstag200.c:656
FieldTalk actor10Talks[]
Definition wstag200.c:441
FieldTalk actor3Talks[]
Definition wstag200.c:413
FieldTalk actor9Talks[]
Definition wstag200.c:437
u16 actor50Conditions[]
Definition wstag200.c:745
BattleList area3Battles
Definition wstag200.c:207
AreaBattle area3Battle5
Definition wstag200.c:204
FieldTalk actor32Talks[]
Definition wstag200.c:553
AreaBattle area0Battle5
Definition wstag200.c:165
BattleList area1Battles
Definition wstag200.c:181
FieldTalk actor15Talks[]
Definition wstag200.c:462
FieldActorEntry actor50
Definition wstag200.c:801
FieldTalk actor46Talks[]
Definition wstag200.c:610
FieldActorEntry actor47
Definition wstag200.c:798
u16 actor32Talk0Conditions[]
Definition wstag200.c:401
BattleList area2Battles
Definition wstag200.c:194
FieldTalk actor40Talks[]
Definition wstag200.c:586
FieldActorEntry actor15
Definition wstag200.c:766
FieldActorEntry actor12
Definition wstag200.c:763
u16 actor27Conditions[]
Definition wstag200.c:703
FieldActorEntry actor16
Definition wstag200.c:767
u16 actor15Conditions[]
Definition wstag200.c:676
AreaBattle area1Battle4
Definition wstag200.c:177
u16 actor23Talk1Conditions[]
Definition wstag200.c:239
FieldActorEntry actor38
Definition wstag200.c:789
u16 actor6Conditions[]
Definition wstag200.c:662
AreaBattle area2Battle2
Definition wstag200.c:188
u16 actor50Talk1Conditions[]
Definition wstag200.c:404
AreaBattle area1Battle5
Definition wstag200.c:178
u16 actor14Conditions[]
Definition wstag200.c:675
FieldActorEntry actor30
Definition wstag200.c:781
u16 actor24Talk0Actions[]
Definition wstag200.c:278
FieldActorEntry actor7
Definition wstag200.c:758
u16 actor43Conditions[]
Definition wstag200.c:733
u16 actor49Conditions[]
Definition wstag200.c:744
StageSlot stageSlots[]
Definition wstag200.c:995
AreaBattle area2Battle1
Definition wstag200.c:187
u16 actor26Talk6Conditions[]
Definition wstag200.c:347
FieldActorEntry actor13
Definition wstag200.c:764
FieldTalk actor24Talks[]
Definition wstag200.c:505
AreaBattle area1Battle3
Definition wstag200.c:176
AreaBattle area1Battle0
Definition wstag200.c:173
u16 actor29Talk3Actions[]
Definition wstag200.c:373
FieldActorEntry actor11
Definition wstag200.c:762
FieldActorEntry actor49
Definition wstag200.c:800
u16 actor25Conditions[]
Definition wstag200.c:696
FieldActorEntry actor1
Definition wstag200.c:752
u16 actor40Conditions[]
Definition wstag200.c:730
FieldActorEntry actor21
Definition wstag200.c:772
AreaBattle area0Battle0
Definition wstag200.c:160
FieldActorEntry actor42
Definition wstag200.c:793
u16 actor29Talk2Actions[]
Definition wstag200.c:365
AreaBattle area0Battle2
Definition wstag200.c:162
FieldTalk actor13Talks[]
Definition wstag200.c:454
#define STAGE_FILE
Definition wstag200.c:53
AreaBattle area2Battle5
Definition wstag200.c:191
s16 script52[]
Definition wstag200.c:119
u16 actor24Talk5Conditions[]
Definition wstag200.c:298
u16 actor45Conditions[]
Definition wstag200.c:735
AreaBattle area1Battle1
Definition wstag200.c:174
u16 actor7Conditions[]
Definition wstag200.c:663
FieldTalk actor48Talks[]
Definition wstag200.c:618
AreaBattle area2Battle3
Definition wstag200.c:189
u16 actor39Conditions[]
Definition wstag200.c:729
FieldTalk actor45Talks[]
Definition wstag200.c:606
u16 actor55Conditions[]
Definition wstag200.c:750
FieldTalk actor55Talks[]
Definition wstag200.c:647
u16 actor2Conditions[]
Definition wstag200.c:653
FieldTalk actor18Talks[]
Definition wstag200.c:474
FieldTalk actor7Talks[]
Definition wstag200.c:429
u16 actor29Talk5Conditions[]
Definition wstag200.c:382
u16 actor20Conditions[]
Definition wstag200.c:681
AreaBattle area0Battle4
Definition wstag200.c:164
u16 actor23Talk4Conditions[]
Definition wstag200.c:250
u16 actor29Talk4Conditions[]
Definition wstag200.c:374
u16 actor27Talk2Conditions[]
Definition wstag200.c:360
u16 actor26Talk6Actions[]
Definition wstag200.c:356
FieldActorEntry actor34
Definition wstag200.c:785
u16 actor24Talk2Conditions[]
Definition wstag200.c:280
#define STAGE_TEXT
Definition wstag200.c:51
u16 actor51Conditions[]
Definition wstag200.c:746
u16 actor24Talk0Conditions[]
Definition wstag200.c:277
FieldTalk actor8Talks[]
Definition wstag200.c:433
u16 actor18Talk0Conditions[]
Definition wstag200.c:235
FieldTalk actor34Talks[]
Definition wstag200.c:562
FieldTalk actor30Talks[]
Definition wstag200.c:545
FieldActorEntry actor46
Definition wstag200.c:797
FieldTalk actor12Talks[]
Definition wstag200.c:450
AreaBattle area3Battle7
Definition wstag200.c:206
u16 actor21Conditions[]
Definition wstag200.c:682
BattleList area0Battles
Definition wstag200.c:168
AreaBattle area1Battle7
Definition wstag200.c:180
u16 actor28Conditions[]
Definition wstag200.c:709
FieldTalk actor16Talks[]
Definition wstag200.c:466
u16 actor17Conditions[]
Definition wstag200.c:678
FieldTalk actor29Talks[]
Definition wstag200.c:535
FieldActorEntry actor3
Definition wstag200.c:754
FieldActorEntry actor54
Definition wstag200.c:805
FieldActorEntry actor26
Definition wstag200.c:777
FieldBattles stageBattles[]
Definition wstag200.c:212
u16 actor27Talk0Conditions[]
Definition wstag200.c:357
u16 actor36Conditions[]
Definition wstag200.c:726
FieldActorEntry actor14
Definition wstag200.c:765
FieldEvent stageEvents[]
Definition wstag200.c:1008
u16 actor12Conditions[]
Definition wstag200.c:668
FieldTalk actor22Talks[]
Definition wstag200.c:491
u16 actor50Talk0Conditions[]
Definition wstag200.c:403
u16 actor0Conditions[]
Definition wstag200.c:651