Digimon World 3 decomp
The European version, SLES_039.36
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wstag201.c
Go to the documentation of this file.
1/*
2 * WSTAG201: Amaterasu City, Central Sector: the streets by the bridge. On the
3 * Amaterasu server; its Asuka server twin is WSTAG200.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
13#if VERSION_US || VERSION_JP
14#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
15#define STAGE_FILE 0x512
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
18#define STAGE_FILE 0x522
19#endif
20/*
21 * Sets the stage up: its map, actors and battles, playing ASKA_BGM; BGM_0029
22 * instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
23 */
47
48AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
49AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
50AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
51AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
52AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
61AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
62AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
63AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
64AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
76AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
77AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
88AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
89AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
90AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
91AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
92AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
93AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
94AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
104 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
105 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
106 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
107 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
108 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
109 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
110 { 0x180, 0x100, 0x1A2, 0x15A, 0x188, 0x5A, 0x170, 0x1FD },
111 { 0x180, 0x100, 0x18E, 0x185, 0x138, 0x85, 0x170, 0x1FC },
112 { 0x180, 0x100, 0x196, 0x186, 0x158, 0x86, 0x140, 0x1FB },
113 { 0x1C0, 0x100, 0x1F8, 0x121, 0x2E0, 0x21, 0x150, 0x1FB },
114 { 0x1C0, 0x100, 0x1DE, 0x130, 0x278, 0x30, 0x160, 0x1FB },
115 { 0x1C0, 0x100, 0x1C0, 0x100, 0x200, 0, 0x170, 0x1FB },
116 { 0x1C0, 0x100, 0x1C8, 0x100, 0x220, 0, 0x140, 0x1FA },
117 { 0x1C0, 0x100, 0x1D0, 0x100, 0x240, 0, 0x150, 0x1FA },
118 { 0x1C0, 0x100, 0x1CA, 0x140, 0x228, 0x40, 0x160, 0x1FA },
119 { 0x1C0, 0x100, 0x1D2, 0x140, 0x248, 0x40, 0x170, 0x1FA },
120 { 0x1C0, 0x100, 0x1D8, 0x100, 0x260, 0, 0x140, 0x1F9 },
121 { 0x1C0, 0x100, 0x1E0, 0x100, 0x280, 0, 0x150, 0x1F9 },
122 { 0x1C0, 0x100, 0x1E6, 0x100, 0x298, 0, 0x160, 0x1F9 },
123 { 0x180, 0x100, 0x1AA, 0x188, 0x1A8, 0x88, 0x170, 0x1F9 },
124 { 0x1C0, 0x100, 0x1E6, 0x148, 0x298, 0x48, 0x140, 0x1F8 },
125 { 0x1C0, 0x100, 0x1DA, 0x150, 0x268, 0x50, 0x150, 0x1F8 },
126 { 0x1C0, 0x100, 0x1EE, 0x154, 0x2B8, 0x54, 0x160, 0x1F8 },
127 { 0x1C0, 0x100, 0x1F6, 0x154, 0x2D8, 0x54, 0x170, 0x1F8 },
128 { 0x1C0, 0x100, 0x1C0, 0x158, 0x200, 0x58, 0x140, 0x1F7 },
129 { 0x1C0, 0x100, 0x1C8, 0x160, 0x220, 0x60, 0x150, 0x1F7 },
130 { 0x1C0, 0x100, 0x1D0, 0x160, 0x240, 0x60, 0x160, 0x1F7 },
131 { 0x1C0, 0x100, 0x1E2, 0x168, 0x288, 0x68, 0x170, 0x1F7 },
132 { 0x1C0, 0x100, 0x1D8, 0x170, 0x260, 0x70, 0x140, 0x1F6 },
133 { 0x1C0, 0x100, 0x1F2, 0x174, 0x2C8, 0x74, 0x150, 0x1F6 },
134 { 0x1C0, 0x100, 0x1C0, 0x178, 0x200, 0x78, 0x160, 0x1F6 },
135 { 0x1C0, 0x100, 0x1C8, 0x180, 0x220, 0x80, 0x170, 0x1F6 },
136};
183 { actor0Talk0Conditions, NULL, 0xB5 },
184 { actor0Talk1Conditions, NULL, 0xB6 },
185 { NULL, NULL, 0 },
186};
188 { actor1Talk0Conditions, NULL, 0xB8 },
189 { actor1Talk1Conditions, NULL, 0xB9 },
190 { NULL, NULL, 0 },
191};
193 { actor2Talk0Conditions, NULL, 0xBB },
194 { actor2Talk1Conditions, NULL, 0xBC },
195 { NULL, NULL, 0 },
196};
198 { NULL, NULL, 0xC4 },
199 { NULL, NULL, 0 },
200};
202 { NULL, NULL, 0xC2 },
203 { NULL, NULL, 0 },
204};
206 { NULL, NULL, 0xCA },
207 { NULL, NULL, 0 },
208};
210 { NULL, NULL, 0xC8 },
211 { NULL, NULL, 0 },
212};
214 { NULL, NULL, 0xC6 },
215 { NULL, NULL, 0 },
216};
218 { NULL, NULL, 0xD2 },
219 { NULL, NULL, 0 },
220};
222 { NULL, NULL, 0xD3 },
223 { NULL, NULL, 0 },
224};
226 { NULL, NULL, 0xCD },
227 { NULL, NULL, 0 },
228};
230 { NULL, NULL, 0xD0 },
231 { NULL, NULL, 0 },
232};
234 { actor12Talk0Conditions, NULL, 0x1B6 },
236 { actor12Talk2Conditions, NULL, 0x1FD },
237 { actor12Talk3Conditions, NULL, 0x20A },
238 { NULL, NULL, 0 },
239};
241 { NULL, NULL, 0xA2 },
242 { NULL, NULL, 0 },
243};
246 { actor14Talk1Conditions, NULL, 0x1FF },
247 { actor14Talk2Conditions, NULL, 0x20B },
248 { NULL, NULL, 0 },
249};
251 { actor15Talk0Conditions, NULL, 0xBE },
252 { actor15Talk1Conditions, NULL, 0xBF },
253 { NULL, NULL, 0 },
254};
256 { NULL, NULL, 0xCC },
257 { NULL, NULL, 0 },
258};
260 { NULL, NULL, 0xCE },
261 { NULL, NULL, 0 },
262};
264 { NULL, NULL, 0xCF },
265 { NULL, NULL, 0 },
266};
268 { NULL, NULL, 0xD1 },
269 { NULL, NULL, 0 },
270};
272 { NULL, NULL, 0xC7 },
273 { NULL, NULL, 0 },
274};
276 { NULL, NULL, 0xC5 },
277 { NULL, NULL, 0 },
278};
280 { NULL, NULL, 0xCB },
281 { NULL, NULL, 0 },
282};
284 { NULL, NULL, 0xC9 },
285 { NULL, NULL, 0 },
286};
288 { NULL, NULL, 0xC3 },
289 { NULL, NULL, 0 },
290};
292 { NULL, NULL, 0xC1 },
293 { NULL, NULL, 0 },
294};
296 { NULL, NULL, 0xB7 },
297 { NULL, NULL, 0 },
298};
300 { NULL, NULL, 0xBA },
301 { NULL, NULL, 0 },
302};
304 { NULL, NULL, 0xBD },
305 { NULL, NULL, 0 },
306};
308 { NULL, NULL, 0xC0 },
309 { NULL, NULL, 0 },
310};
312 { NULL, NULL, 0xD4 },
313 { NULL, NULL, 0 },
314};
316 { NULL, NULL, 0xD5 },
317 { NULL, NULL, 0 },
318};
320 { NULL, NULL, 0xD6 },
321 { NULL, NULL, 0 },
322};
404FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x32, 0xA, 563, 559, 5 };
405FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x38, 0xB, 905, 253, 5 };
422FieldActorEntry actor26 = { actor26Conditions, actor26Talks, 0xA2, 0x17, 1088, 288, 3 };
426FieldActorEntry actor30 = { actor30Conditions, actor30Talks, 0x177, 0x1B, 736, 393, 1 };
427FieldActorEntry actor31 = { actor31Conditions, actor31Talks, 0x179, 0x1C, 464, 641, 5 };
428FieldActorEntry actor32 = { actor32Conditions, actor32Talks, 0x17B, 0x1D, 596, 543, 1 };
430 &actor0,
431 &actor1,
432 &actor2,
433 &actor3,
434 &actor4,
435 &actor5,
436 &actor6,
437 &actor7,
438 &actor8,
439 &actor9,
440 &actor10,
441 &actor11,
442 &actor12,
443 &actor13,
444 &actor14,
445 &actor15,
446 &actor16,
447 &actor17,
448 &actor18,
449 &actor19,
450 &actor20,
451 &actor21,
452 &actor22,
453 &actor23,
454 &actor24,
455 &actor25,
456 &actor26,
457 &actor27,
458 &actor28,
459 &actor29,
460 &actor30,
461 &actor31,
462 &actor32,
463 NULL,
464};
466 { 1, 0, 0x40, 2, 0xA, 0, 0, 0, 0, 0, 120, 520, 0, 0 },
467 { 1, 0, 0x78, 2, 0x19, 0, 0, 0, 0, 0, 130, 528, 0, 0 },
468 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 6, 0, 1048, 211, 0, 0 },
469 { 1, 0, 0x40, 2, 0x48, 2, 0, 3, 6, 0, 437, 437, 0, 0 },
470 { 1, 0, 0x40, 2, 0x48, 2, 0, 3, 6, 0, 533, 389, 0, 0 },
471 { 1, 0, 0x40, 2, 0x49, 2, 0, 3, 6, 0, 1231, 344, 0, 0 },
472 { 1, 0, 0x40, 2, 0x4A, 2, 0, 3, 6, 0, 623, 331, 0, 0 },
473 { 1, 0, 0x40, 2, 0xA, 0, 0, 0, 0, 0, 352, 629, 0, 0 },
474 { 1, 0, 0x40, 2, 0x10, 0, 0, 0, 0, 0, 268, 384, 0, 0 },
475 { 1, 0, 0x48, 2, 0x11, 0, 0, 0, 0, 0, 274, 440, 0, 0 },
476 { 1, 0, 0x40, 2, 0x12, 0, 0, 0, 0, 0, 1044, 416, 0, 0 },
477 { 1, 0, 0x40, 2, 0x13, 0, 0, 0, 0, 0, 1088, 384, 0, 0 },
478 { 1, 0, 0x40, 6, 0x47, 2, 0, 3, 6, 0, 430, 722, 0, 0 },
479 { 1, 0, 0x40, 6, 0x47, 2, 0, 3, 6, 0, 501, 687, 0, 0 },
480 { 1, 0, 0x40, 6, 0x47, 2, 0, 3, 6, 0, 945, 160, 0, 0 },
481 { 1, 0, 0x40, 6, 0x47, 2, 0, 3, 6, 0, 1096, 700, 0, 0 },
482 { 1, 0, 0x40, 6, 0x47, 2, 0, 3, 6, 0, 1142, 723, 0, 0 },
483 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 483, 414, 0, 0 },
484 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 597, 695, 0, 0 },
485 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 642, 672, 0, 0 },
486 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 754, 617, 0, 0 },
487 { 1, 0, 0x40, 6, 0x49, 2, 0, 3, 6, 0, 1023, 463, 0, 0 },
488 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 669, 308, 0, 0 },
489 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 145, 357, 0, 0 },
490 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 290, 767, 0, 0 },
491 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 845, 621, 0, 0 },
492 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 903, 713, 0, 0 },
493 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 40, 693, 0, 0 },
494 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 191, 816, 0, 0 },
495 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 441, 795, 0, 0 },
496 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 1030, 595, 0, 0 },
497 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 1148, 406, 0, 0 },
498 { 1, 0x64, 0x40, 6, 0x14, 0, 0, 0, 0, 0, 277, 489, 0, 0 },
499 { 1, 0x65, 0x40, 6, 0x15, 0, 0, 0, 0, 0, 446, 416, 0, 0 },
500 { 1, 0x66, 0x40, 6, 0x16, 0, 0, 0, 0, 0, 542, 367, 0, 0 },
501 { 1, 0x67, 0x40, 6, 0x17, 0, 0, 0, 0, 0, 638, 321, 0, 0 },
502 { 1, 0x68, 0x40, 6, 0x18, 0, 0, 0, 0, 0, 1045, 458, 0, 0 },
503 { 1, 0, 0x68, 6, 6, 0, 0, 0, 0, 0, 879, 428, 0, 0 },
504 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 6, 0, 241, 396, 0, 0 },
505 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 6, 0, 226, 450, 0, 0 },
506 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 6, 0, 1091, 316, 0, 0 },
507 { 1, 0, 0x40, 0xA, 0x57, 1, 0x57, 0x5A, 6, 0, 1103, 338, 0, 0 },
508 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 303, 495, 544, 0 },
509 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 409, 416, 472, 0 },
510 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 510, 375, 423, 0 },
511 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 609, 327, 375, 0 },
512 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 1051, 192, 246, 0 },
513 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 1073, 463, 512, 0 },
514 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
515};
517 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x272, 0x308, 0xE0, 1, 0, 0, 0 },
518 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27E, 0xE0, 0x14E, 5, 0x64, 0, 0 },
519 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27C, 0x178, 0x19C, 3, 0x65, 0, 0 },
520 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27C, 0x218, 0x14C, 3, 0x66, 0, 0 },
521 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x279, 0x116, 0xDA, 3, 0x67, 0, 0 },
522 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x273, 0x60, 0x190, 5, 0, 0, 0 },
523 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x275, 0xD8, 0x178, 5, 0x68, 0, 0 },
524 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
525};
526void (*stageFuncs[])(void) = {
528};
#define NULL
Definition common.h:17
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
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#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 SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define CODES_END
Definition game_state.h:83
#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 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_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_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
Definition story.h:1031
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
Definition story.h:133
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#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_AMATERASU_BRIDGE_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_AMATERASU_BRIDGE to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x14])
Definition story.h:1923
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
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
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
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
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 wstag201.c:324
u16 actor26Conditions[]
Definition wstag201.c:389
AreaBattle area2Battle7
Definition wstag201.c:81
FieldActorEntry actor0
Definition wstag201.c:396
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag201.c:526
FieldActorEntry actor6
Definition wstag201.c:402
u16 actor11Conditions[]
Definition wstag201.c:350
u16 actor0Talk0Conditions[]
Definition wstag201.c:137
FieldTalk actor31Talks[]
Definition wstag201.c:315
FieldTalk actor2Talks[]
Definition wstag201.c:192
AreaBattle area2Battle6
Definition wstag201.c:80
u16 actor0Talk1Conditions[]
Definition wstag201.c:138
u16 actor2Talk1Conditions[]
Definition wstag201.c:142
u16 actor10Conditions[]
Definition wstag201.c:345
FieldActorEntry actor25
Definition wstag201.c:421
FieldActorEntry actor24
Definition wstag201.c:420
u16 actor18Conditions[]
Definition wstag201.c:365
FieldActorEntry actor17
Definition wstag201.c:413
u16 actor12Talk2Conditions[]
Definition wstag201.c:151
FieldTalk actor14Talks[]
Definition wstag201.c:244
u16 actor24Conditions[]
Definition wstag201.c:383
FieldActorEntry actor18
Definition wstag201.c:414
FieldTalk actor5Talks[]
Definition wstag201.c:205
AreaBattle area1Battle6
Definition wstag201.c:67
FieldActorEntry actor5
Definition wstag201.c:401
u16 actor1Talk1Conditions[]
Definition wstag201.c:140
u16 actor22Conditions[]
Definition wstag201.c:377
AreaBattle area0Battle7
Definition wstag201.c:55
FieldActorEntry actor2
Definition wstag201.c:398
FieldActorEntry actor31
Definition wstag201.c:427
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag201.c:12
AreaBattle area3Battle4
Definition wstag201.c:91
AreaBattle area3Battle3
Definition wstag201.c:90
AreaBattle area0Battle1
Definition wstag201.c:49
FieldActorEntry actor23
Definition wstag201.c:419
FieldActorEntry actor19
Definition wstag201.c:415
AreaBattle area2Battle0
Definition wstag201.c:74
u16 actor9Conditions[]
Definition wstag201.c:344
FieldActorEntry * stageActors[]
Definition wstag201.c:429
FieldActorEntry actor28
Definition wstag201.c:424
AreaBattle area1Battle2
Definition wstag201.c:63
u16 actor23Conditions[]
Definition wstag201.c:378
u16 actor32Conditions[]
Definition wstag201.c:395
AreaBattle area3Battle0
Definition wstag201.c:87
u16 actor29Conditions[]
Definition wstag201.c:392
u16 actor30Conditions[]
Definition wstag201.c:393
FieldActorEntry actor22
Definition wstag201.c:418
AreaBattle area0Battle6
Definition wstag201.c:54
FieldTalk actor1Talks[]
Definition wstag201.c:187
u16 actor13Conditions[]
Definition wstag201.c:356
AreaBattle area3Battle2
Definition wstag201.c:89
FieldActorEntry actor29
Definition wstag201.c:425
u16 actor1Talk0Conditions[]
Definition wstag201.c:139
FieldTalk actor0Talks[]
Definition wstag201.c:182
AreaBattle area3Battle1
Definition wstag201.c:88
FieldTalk actor21Talks[]
Definition wstag201.c:275
AreaBattle area0Battle3
Definition wstag201.c:51
FieldActorEntry actor27
Definition wstag201.c:423
FieldTalk actor20Talks[]
Definition wstag201.c:271
FieldActorEntry actor10
Definition wstag201.c:406
u16 actor31Conditions[]
Definition wstag201.c:394
u16 actor19Conditions[]
Definition wstag201.c:370
FieldTalk actor4Talks[]
Definition wstag201.c:201
u16 actor4Conditions[]
Definition wstag201.c:327
FieldTalk actor27Talks[]
Definition wstag201.c:299
FieldActorEntry actor4
Definition wstag201.c:400
u16 actor3Conditions[]
Definition wstag201.c:326
AreaBattle area3Battle6
Definition wstag201.c:93
FieldTalk actor17Talks[]
Definition wstag201.c:259
FieldTalk actor11Talks[]
Definition wstag201.c:229
FieldActorEntry actor32
Definition wstag201.c:428
FieldActorEntry actor8
Definition wstag201.c:404
u16 actor15Talk1Conditions[]
Definition wstag201.c:181
ActorImage stageImages[]
Definition wstag201.c:103
u16 actor14Talk1Conditions[]
Definition wstag201.c:169
FieldTalk actor28Talks[]
Definition wstag201.c:303
FieldTalk actor6Talks[]
Definition wstag201.c:209
void setupStage(void)
Sets the stage up: its map, actors and battles, playing ASKA_BGM; BGM_0029 instead except at STORY_PR...
Definition wstag201.c:24
FieldTalk actor25Talks[]
Definition wstag201.c:291
u16 actor12Talk0Conditions[]
Definition wstag201.c:143
FieldTalk actor19Talks[]
Definition wstag201.c:267
AreaBattle area2Battle4
Definition wstag201.c:78
FieldTalk actor23Talks[]
Definition wstag201.c:283
u16 actor16Conditions[]
Definition wstag201.c:359
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag201.c:465
FieldActorEntry actor9
Definition wstag201.c:405
u16 actor8Conditions[]
Definition wstag201.c:343
FieldActorEntry actor20
Definition wstag201.c:416
FieldTalk actor26Talks[]
Definition wstag201.c:295
u16 actor12Talk3Conditions[]
Definition wstag201.c:157
u16 actor5Conditions[]
Definition wstag201.c:332
FieldTalk actor10Talks[]
Definition wstag201.c:225
FieldTalk actor3Talks[]
Definition wstag201.c:197
FieldTalk actor9Talks[]
Definition wstag201.c:221
BattleList area3Battles
Definition wstag201.c:95
AreaBattle area3Battle5
Definition wstag201.c:92
FieldTalk actor32Talks[]
Definition wstag201.c:319
AreaBattle area0Battle5
Definition wstag201.c:53
BattleList area1Battles
Definition wstag201.c:69
FieldTalk actor15Talks[]
Definition wstag201.c:250
BattleList area2Battles
Definition wstag201.c:82
u16 actor2Talk0Conditions[]
Definition wstag201.c:141
FieldActorEntry actor15
Definition wstag201.c:411
FieldActorEntry actor12
Definition wstag201.c:408
u16 actor27Conditions[]
Definition wstag201.c:390
FieldActorEntry actor16
Definition wstag201.c:412
u16 actor15Conditions[]
Definition wstag201.c:358
AreaBattle area1Battle4
Definition wstag201.c:65
u16 actor6Conditions[]
Definition wstag201.c:337
AreaBattle area2Battle2
Definition wstag201.c:76
u16 actor12Talk1Conditions[]
Definition wstag201.c:144
u16 actor12Talk1Actions[]
Definition wstag201.c:150
u16 actor14Talk0Actions[]
Definition wstag201.c:168
AreaBattle area1Battle5
Definition wstag201.c:66
u16 actor14Conditions[]
Definition wstag201.c:357
FieldActorEntry actor30
Definition wstag201.c:426
FieldActorEntry actor7
Definition wstag201.c:403
StageSlot stageSlots[]
Definition wstag201.c:516
AreaBattle area2Battle1
Definition wstag201.c:75
FieldActorEntry actor13
Definition wstag201.c:409
FieldTalk actor24Talks[]
Definition wstag201.c:287
AreaBattle area1Battle3
Definition wstag201.c:64
AreaBattle area1Battle0
Definition wstag201.c:61
FieldActorEntry actor11
Definition wstag201.c:407
u16 actor25Conditions[]
Definition wstag201.c:384
FieldActorEntry actor1
Definition wstag201.c:397
FieldActorEntry actor21
Definition wstag201.c:417
AreaBattle area0Battle0
Definition wstag201.c:48
AreaBattle area0Battle2
Definition wstag201.c:50
FieldTalk actor13Talks[]
Definition wstag201.c:240
#define STAGE_FILE
Definition wstag201.c:18
AreaBattle area2Battle5
Definition wstag201.c:79
AreaBattle area1Battle1
Definition wstag201.c:62
u16 actor7Conditions[]
Definition wstag201.c:338
AreaBattle area2Battle3
Definition wstag201.c:77
u16 actor2Conditions[]
Definition wstag201.c:325
FieldTalk actor18Talks[]
Definition wstag201.c:263
FieldTalk actor7Talks[]
Definition wstag201.c:213
u16 actor20Conditions[]
Definition wstag201.c:371
u16 actor14Talk2Conditions[]
Definition wstag201.c:175
AreaBattle area0Battle4
Definition wstag201.c:52
u16 actor15Talk0Conditions[]
Definition wstag201.c:180
#define STAGE_TEXT
Definition wstag201.c:17
FieldTalk actor8Talks[]
Definition wstag201.c:217
FieldTalk actor30Talks[]
Definition wstag201.c:311
FieldTalk actor12Talks[]
Definition wstag201.c:233
AreaBattle area3Battle7
Definition wstag201.c:94
u16 actor21Conditions[]
Definition wstag201.c:372
BattleList area0Battles
Definition wstag201.c:56
AreaBattle area1Battle7
Definition wstag201.c:68
u16 actor28Conditions[]
Definition wstag201.c:391
FieldTalk actor16Talks[]
Definition wstag201.c:255
u16 actor17Conditions[]
Definition wstag201.c:364
FieldTalk actor29Talks[]
Definition wstag201.c:307
FieldActorEntry actor3
Definition wstag201.c:399
FieldActorEntry actor26
Definition wstag201.c:422
FieldBattles stageBattles[]
Definition wstag201.c:100
FieldActorEntry actor14
Definition wstag201.c:410
u16 actor12Conditions[]
Definition wstag201.c:355
FieldTalk actor22Talks[]
Definition wstag201.c:279
u16 actor14Talk0Conditions[]
Definition wstag201.c:162
u16 actor0Conditions[]
Definition wstag201.c:323