Digimon World 3 decomp
The European version, SLES_039.36
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wstag212.c File Reference

WSTAG212: Main Lobby, Asuka City: the story events' copy. More...

Include dependency graph for wstag212.c:

Go to the source code of this file.

Macros

#define STAGE_CHILDREN_SIZE   4
 
#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_05)
 
#define EVENT_TEXT_FILE   (TEXT_EVENTS_200 - 1)
 
#define STAGE_FILE   0x4CE
 

Functions

void updateTileEffect (StageTileEffect *task)
 Moves its map objects to (x, y) and animates them when the substate is set to 1.
 
void handleCommand810 (StageTileEffect *task, s32 id)
 Starts the effect at the place of map ID.
 
void * createCommand810 (s32 arg)
 Command 810 of the event scripts: the effect of events 10 to 12, where the Tamer Service downloads the partners.
 
void updateStage (StageTask *task, void **children)
 Creates the event object of the story so far, the first that applies.
 
void endEvents10To12 (void)
 After events 10 to 12, where the Tamer Service downloads the starter pack the player chose (A, B or C): moves the story on to STORY_PARTNERS_RECEIVED.
 
void endEvent271 (void)
 After event 271, with Maniac Phillip, Lazy Fei, Tamer Service, Kail, Lazy Alan, Worker Jeff, Miss Misha, Game Master and Energetic Yuki: sets flag 0x4005 and keeps it from playing again.
 
void endEvent273 (void)
 After event 273, with Kail: moves the story on to STORY_LOOKING_FOR_TEDDY.
 
void endEvent352 (void)
 After event 352, with Kail: lets event 40 of WSTAG285 start and moves the story on to its step 0xE.
 
void setupStage (void)
 Sets the stage up: its map, actors and events, playing the ambience ENV_0205.
 

Variables

AnimFrame * updateTileEffectFrames []
 Defined below, after the code that uses them.
 
s8 tileEffectSortY []
 
s16 tileEffectPlaces [][2]
 
s32 tileEffectSounds []
 The sound of each of the three partners' download effects.
 
const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 }
 the color the setup copies to FIELDSTG_state.spriteColor
 
s16 script10 []
 
s16 script11 []
 
s16 script12 []
 
s16 script271 []
 
s16 script273 []
 
s16 script352 []
 
AnimFrame updateTileEffectFrames_0 []
 
AnimFrame updateTileEffectFrames_1 []
 
AnimFrame updateTileEffectFrames_2 []
 
ActorImage stageImages []
 
u16 actor0Conditions [] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }
 
u16 actor1Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor2Conditions [] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }
 
u16 actor3Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor4Conditions [] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }
 
u16 actor5Conditions [] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }
 
u16 actor6Conditions [] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }
 
u16 actor7Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor8Conditions [] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }
 
u16 actor9Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor10Conditions [] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }
 
u16 actor11Conditions [] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }
 
u16 actor12Conditions [] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }
 
u16 actor13Conditions []
 
u16 actor14Conditions [] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }
 
u16 actor15Conditions [] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }
 
u16 actor16Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor17Conditions [] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }
 
u16 actor18Conditions [] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }
 
u16 actor19Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor20Conditions [] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }
 
u16 actor21Conditions [] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }
 
u16 actor22Conditions [] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }
 
u16 actor23Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor24Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor25Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor26Conditions [] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }
 
u16 actor27Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor28Conditions [] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }
 
u16 actor29Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor30Conditions [] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }
 
u16 actor31Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor32Conditions []
 
u16 actor33Conditions []
 
u16 actor34Conditions []
 
u16 actor35Conditions [] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }
 
u16 actor36Conditions [] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }
 
u16 actor37Conditions []
 
u16 actor38Conditions []
 
u16 actor39Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor40Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor41Conditions [] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }
 
u16 actor42Conditions []
 
u16 actor43Conditions []
 
u16 actor44Conditions []
 
FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 1, 4, 0, 0, 1 }
 
FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 1, 4, 0, 0, 1 }
 
FieldActorEntry actor2 = { actor2Conditions, ((void *)0) , 0xB, 5, 0, 0, 1 }
 
FieldActorEntry actor3 = { actor3Conditions, ((void *)0) , 0xB, 5, 0, 0, 1 }
 
FieldActorEntry actor4 = { actor4Conditions, ((void *)0) , 0xB, 5, 0, 0, 1 }
 
FieldActorEntry actor5 = { actor5Conditions, ((void *)0) , 0xB, 5, 0, 0, 0 }
 
FieldActorEntry actor6 = { actor6Conditions, ((void *)0) , 0xC, 6, 0, 0, 1 }
 
FieldActorEntry actor7 = { actor7Conditions, ((void *)0) , 0xD, 7, 0, 0, 1 }
 
FieldActorEntry actor8 = { actor8Conditions, ((void *)0) , 0xD, 7, 384, 255, 1 }
 
FieldActorEntry actor9 = { actor9Conditions, ((void *)0) , 0xE, 8, 0, 0, 1 }
 
FieldActorEntry actor10 = { actor10Conditions, ((void *)0) , 0xE, 8, 434, 247, 7 }
 
FieldActorEntry actor11 = { actor11Conditions, ((void *)0) , 0x20, 9, 0, 0, 1 }
 
FieldActorEntry actor12 = { actor12Conditions, ((void *)0) , 0x20, 9, 384, 255, 1 }
 
FieldActorEntry actor13 = { actor13Conditions, ((void *)0) , 0x22, 0xA, 0, 0, 1 }
 
FieldActorEntry actor14 = { actor14Conditions, ((void *)0) , 0x24, 0xB, 0, 0, 1 }
 
FieldActorEntry actor15 = { actor15Conditions, ((void *)0) , 0x24, 0xB, 434, 247, 7 }
 
FieldActorEntry actor16 = { actor16Conditions, ((void *)0) , 0x2E, 0xC, 0, 0, 1 }
 
FieldActorEntry actor17 = { actor17Conditions, ((void *)0) , 0x2E, 0xC, 0, 0, 1 }
 
FieldActorEntry actor18 = { actor18Conditions, ((void *)0) , 0x2E, 0xC, 684, 363, 7 }
 
FieldActorEntry actor19 = { actor19Conditions, ((void *)0) , 0x31, 0xD, 0, 0, 7 }
 
FieldActorEntry actor20 = { actor20Conditions, ((void *)0) , 0x31, 0xD, 0, 0, 1 }
 
FieldActorEntry actor21 = { actor21Conditions, ((void *)0) , 0x31, 0xD, 361, 221, 7 }
 
FieldActorEntry actor22 = { actor22Conditions, ((void *)0) , 0x31, 0xD, 361, 221, 7 }
 
FieldActorEntry actor23 = { actor23Conditions, ((void *)0) , 0x32, 0xE, 0, 0, 1 }
 
FieldActorEntry actor24 = { actor24Conditions, ((void *)0) , 0x33, 0xF, 0, 0, 1 }
 
FieldActorEntry actor25 = { actor25Conditions, ((void *)0) , 0x34, 0x10, 0, 0, 1 }
 
FieldActorEntry actor26 = { actor26Conditions, ((void *)0) , 0x34, 0x10, 0, 0, 1 }
 
FieldActorEntry actor27 = { actor27Conditions, ((void *)0) , 0x35, 0x11, 0, 0, 1 }
 
FieldActorEntry actor28 = { actor28Conditions, ((void *)0) , 0x35, 0x11, 328, 260, 6 }
 
FieldActorEntry actor29 = { actor29Conditions, ((void *)0) , 0x36, 0x12, 0, 0, 1 }
 
FieldActorEntry actor30 = { actor30Conditions, ((void *)0) , 0x36, 0x12, 535, 307, 1 }
 
FieldActorEntry actor31 = { actor31Conditions, ((void *)0) , 0x39, 0x13, 0, 0, 1 }
 
FieldActorEntry actor32 = { actor32Conditions, ((void *)0) , 0x40, 0x14, 0, 0, 1 }
 
FieldActorEntry actor33 = { actor33Conditions, ((void *)0) , 0x41, 0x15, 0, 0, 1 }
 
FieldActorEntry actor34 = { actor34Conditions, ((void *)0) , 0x41, 0x15, 0, 0, 1 }
 
FieldActorEntry actor35 = { actor35Conditions, ((void *)0) , 0x41, 0x15, 305, 353, 5 }
 
FieldActorEntry actor36 = { actor36Conditions, ((void *)0) , 0x41, 0x15, 305, 353, 5 }
 
FieldActorEntry actor37 = { actor37Conditions, ((void *)0) , 0x42, 0x16, 0, 0, 1 }
 
FieldActorEntry actor38 = { actor38Conditions, ((void *)0) , 0x42, 0x16, 0, 0, 1 }
 
FieldActorEntry actor39 = { actor39Conditions, ((void *)0) , 0x6C, 0x17, 0, 0, 1 }
 
FieldActorEntry actor40 = { actor40Conditions, ((void *)0) , 0x6D, 0x18, 0, 0, 1 }
 
FieldActorEntry actor41 = { actor41Conditions, ((void *)0) , 0x6E, 0x19, 0, 0, 1 }
 
FieldActorEntry actor42 = { actor42Conditions, ((void *)0) , 0xB4, 0x1A, 0, 0, 1 }
 
FieldActorEntry actor43 = { actor43Conditions, ((void *)0) , 0xB5, 0x1B, 0, 0, 1 }
 
FieldActorEntry actor44 = { actor44Conditions, ((void *)0) , 0xB6, 0x1C, 0, 0, 1 }
 
FieldActorEntry * stageActors []
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
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.
 
FieldEvent stageEvents []
 

Detailed Description

WSTAG212: Main Lobby, Asuka City: the story events' copy.

STAGSLCT's "Main Lobby: demo": the first partner's download, the DO Guard, Kail asking how to change into Digimon.

Definition in file wstag212.c.

Macro Definition Documentation

◆ STAGE_CHILDREN_SIZE

#define STAGE_CHILDREN_SIZE   4

Definition at line 155 of file wstag212.c.

◆ STAGE_TEXT

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_05)

Definition at line 196 of file wstag212.c.

◆ EVENT_TEXT_FILE

#define EVENT_TEXT_FILE   (TEXT_EVENTS_200 - 1)

Definition at line 197 of file wstag212.c.

◆ STAGE_FILE

#define STAGE_FILE   0x4CE

Definition at line 198 of file wstag212.c.

Function Documentation

◆ updateTileEffect()

void updateTileEffect ( StageTileEffect *  task)

Moves its map objects to (x, y) and animates them when the substate is set to 1.

Definition at line 20 of file wstag212.c.

Referenced by createCommand810().

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◆ handleCommand810()

void handleCommand810 ( StageTileEffect *  task,
s32  id 
)

Starts the effect at the place of map ID.

Definition at line 98 of file wstag212.c.

◆ createCommand810()

void * createCommand810 ( s32  arg)

Command 810 of the event scripts: the effect of events 10 to 12, where the Tamer Service downloads the partners.

Definition at line 124 of file wstag212.c.

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◆ updateStage()

void updateStage ( StageTask *  task,
void **  children 
)

Creates the event object of the story so far, the first that applies.

< SPECIAL_CONDITIONS entry 0

< SPECIAL_CONDITIONS entry 1

< SPECIAL_CONDITIONS entry 2

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

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

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 129 of file wstag212.c.

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◆ endEvents10To12()

void endEvents10To12 ( void  )

After events 10 to 12, where the Tamer Service downloads the starter pack the player chose (A, B or C): moves the story on to STORY_PARTNERS_RECEIVED.

Definition at line 162 of file wstag212.c.

◆ endEvent271()

void endEvent271 ( void  )

After event 271, with Maniac Phillip, Lazy Fei, Tamer Service, Kail, Lazy Alan, Worker Jeff, Miss Misha, Game Master and Energetic Yuki: sets flag 0x4005 and keeps it from playing again.

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

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

Definition at line 171 of file wstag212.c.

◆ endEvent273()

void endEvent273 ( void  )

After event 273, with Kail: moves the story on to STORY_LOOKING_FOR_TEDDY.

Definition at line 177 of file wstag212.c.

◆ endEvent352()

void endEvent352 ( void  )

After event 352, with Kail: lets event 40 of WSTAG285 start and moves the story on to its step 0xE.

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

Definition at line 185 of file wstag212.c.

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors and events, playing the ambience ENV_0205.

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.

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

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

Definition at line 201 of file wstag212.c.

Variable Documentation

◆ updateTileEffectFrames

AnimFrame* updateTileEffectFrames[]
Initial value:
= {
}
AnimFrame updateTileEffectFrames_0[]
Definition wstag212.c:1171
AnimFrame updateTileEffectFrames_2[]
Definition wstag212.c:1193
AnimFrame updateTileEffectFrames_1[]
Definition wstag212.c:1176

Defined below, after the code that uses them.

Definition at line 1218 of file wstag212.c.

Referenced by updateTileEffect().

◆ tileEffectSortY

s8 tileEffectSortY[]
Initial value:
= {
-1, 1, 2, 0,
}

Definition at line 1221 of file wstag212.c.

Referenced by updateTileEffect().

◆ tileEffectPlaces

s16 tileEffectPlaces[][2]
Initial value:
= {
{ 217, 0x124 }, { 0x101, 0x110 }, { 0x129, 252 },
}

Definition at line 1224 of file wstag212.c.

Referenced by handleCommand810().

◆ tileEffectSounds

s32 tileEffectSounds
Initial value:
= {
0x10C0000 , 0x10C0001 , 0x10C0002 ,
}

The sound of each of the three partners' download effects.

Definition at line 1228 of file wstag212.c.

Referenced by handleCommand810().

◆ stageColor

const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 }

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 190 of file wstag212.c.

Referenced by setupStage().

◆ script10

s16 script10[]

Definition at line 219 of file wstag212.c.

◆ script11

s16 script11[]

Definition at line 442 of file wstag212.c.

◆ script12

s16 script12[]

Definition at line 657 of file wstag212.c.

◆ script271

s16 script271[]

Definition at line 872 of file wstag212.c.

◆ script273

s16 script273[]

Definition at line 1069 of file wstag212.c.

◆ script352

s16 script352[]

Definition at line 1127 of file wstag212.c.

◆ updateTileEffectFrames_0

AnimFrame updateTileEffectFrames_0[]
Initial value:
= {
{ 92, 5 }, { 93, 5 }, { 94, 3 }, { 95, 3 },
{ 94, 211 }, { 95, 3 }, { 94, 3 }, { 93, 4 },
{ 92, 4 }, { 255, 0x3E7 },
}

Definition at line 1171 of file wstag212.c.

◆ updateTileEffectFrames_1

AnimFrame updateTileEffectFrames_1[]
Initial value:
= {
{ 0x12C, 80 }, { 81, 3 }, { 82, 3 }, { 83, 2 },
{ 84, 2 }, { 85, 2 }, { 86, 2 }, { 83, 2 },
{ 84, 2 }, { 85, 2 }, { 86, 2 }, { 83, 2 },
{ 84, 2 }, { 85, 2 }, { 86, 2 }, { 83, 2 },
{ 84, 2 }, { 85, 2 }, { 86, 2 }, { 83, 2 },
{ 84, 2 }, { 85, 2 }, { 86, 2 }, { 83, 2 },
{ 84, 2 }, { 85, 2 }, { 86, 2 }, { 83, 2 },
{ 84, 2 }, { 85, 2 }, { 86, 2 }, { 83, 2 },
{ 84, 2 }, { 85, 2 }, { 86, 2 }, { 83, 2 },
{ 84, 2 }, { 85, 2 }, { 86, 2 }, { 83, 2 },
{ 84, 2 }, { 85, 2 }, { 86, 2 }, { 87, 2 },
{ 84, 2 }, { 88, 2 }, { 86, 2 }, { 87, 2 },
{ 84, 2 }, { 88, 2 }, { 89, 2 }, { 87, 2 },
{ 90, 2 }, { 88, 2 }, { 89, 2 }, { 87, 2 },
{ 90, 2 }, { 91, 2 }, { 255, 0x3E7 },
}

Definition at line 1176 of file wstag212.c.

◆ updateTileEffectFrames_2

AnimFrame updateTileEffectFrames_2[]
Initial value:
= {
{ 0x12C, 32 }, { 50, 3 }, { 51, 3 }, { 52, 3 },
{ 53, 3 }, { 54, 3 }, { 55, 3 }, { 56, 3 },
{ 57, 3 }, { 58, 3 }, { 59, 3 }, { 60, 3 },
{ 61, 3 }, { 62, 8 }, { 63, 3 }, { 64, 3 },
{ 65, 3 }, { 66, 3 }, { 67, 3 }, { 68, 3 },
{ 69, 3 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 2 }, { 70, 2 }, { 71, 2 }, { 68, 2 },
{ 69, 4 }, { 70, 4 }, { 71, 4 }, { 72, 3 },
{ 73, 3 }, { 74, 3 }, { 75, 2 }, { 76, 2 },
{ 77, 3 }, { 78, 3 }, { 79, 3 }, { 78, 3 },
{ 79, 4 }, { 80, 4 }, { 255, 0x3E7 },
}

Definition at line 1193 of file wstag212.c.

◆ stageImages

ActorImage stageImages[]

Definition at line 1231 of file wstag212.c.

Referenced by setupStage().

◆ actor0Conditions

u16 actor0Conditions[] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }

Definition at line 1264 of file wstag212.c.

◆ actor1Conditions

u16 actor1Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1265 of file wstag212.c.

◆ actor2Conditions

u16 actor2Conditions[] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }

Definition at line 1266 of file wstag212.c.

◆ actor3Conditions

u16 actor3Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1267 of file wstag212.c.

◆ actor4Conditions

u16 actor4Conditions[] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }

Definition at line 1268 of file wstag212.c.

◆ actor5Conditions

u16 actor5Conditions[] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }

Definition at line 1269 of file wstag212.c.

◆ actor6Conditions

u16 actor6Conditions[] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }

Definition at line 1270 of file wstag212.c.

◆ actor7Conditions

u16 actor7Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1271 of file wstag212.c.

◆ actor8Conditions

u16 actor8Conditions[] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }

Definition at line 1272 of file wstag212.c.

◆ actor9Conditions

u16 actor9Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1273 of file wstag212.c.

◆ actor10Conditions

u16 actor10Conditions[] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }

Definition at line 1274 of file wstag212.c.

◆ actor11Conditions

u16 actor11Conditions[] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }

Definition at line 1275 of file wstag212.c.

◆ actor12Conditions

u16 actor12Conditions[] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }

Definition at line 1276 of file wstag212.c.

◆ actor13Conditions

u16 actor13Conditions[]
Initial value:
= {
(0x6000 | ( STORY_LOGGED_IN )) , 1,
(0x7000 | ( 1 )) , 1,
0xFFFF ,
}
@ STORY_LOGGED_IN
WSTAG225 (Login Room, Asuka City), event 5: the first login, where the account clerk explains Digimon...
Definition story.h:29

Definition at line 1277 of file wstag212.c.

◆ actor14Conditions

u16 actor14Conditions[] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }

Definition at line 1282 of file wstag212.c.

◆ actor15Conditions

u16 actor15Conditions[] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }

Definition at line 1283 of file wstag212.c.

◆ actor16Conditions

u16 actor16Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1284 of file wstag212.c.

◆ actor17Conditions

u16 actor17Conditions[] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }

Definition at line 1285 of file wstag212.c.

◆ actor18Conditions

u16 actor18Conditions[] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }

Definition at line 1286 of file wstag212.c.

◆ actor19Conditions

u16 actor19Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1287 of file wstag212.c.

◆ actor20Conditions

u16 actor20Conditions[] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }

Definition at line 1288 of file wstag212.c.

◆ actor21Conditions

u16 actor21Conditions[] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }

Definition at line 1289 of file wstag212.c.

◆ actor22Conditions

u16 actor22Conditions[] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }

Definition at line 1290 of file wstag212.c.

◆ actor23Conditions

u16 actor23Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1291 of file wstag212.c.

◆ actor24Conditions

u16 actor24Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1292 of file wstag212.c.

◆ actor25Conditions

u16 actor25Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1293 of file wstag212.c.

◆ actor26Conditions

u16 actor26Conditions[] = { (0x6000 | ( STORY_LOGGED_IN )) , 1, 0xFFFF }

Definition at line 1294 of file wstag212.c.

◆ actor27Conditions

u16 actor27Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1295 of file wstag212.c.

◆ actor28Conditions

u16 actor28Conditions[] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }

Definition at line 1296 of file wstag212.c.

◆ actor29Conditions

u16 actor29Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1297 of file wstag212.c.

◆ actor30Conditions

u16 actor30Conditions[] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }

Definition at line 1298 of file wstag212.c.

◆ actor31Conditions

u16 actor31Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1299 of file wstag212.c.

◆ actor32Conditions

u16 actor32Conditions[]
Initial value:
= {
(0x6000 | ( STORY_LOGGED_IN )) , 1,
(0x7000 | ( 2 )) , 1,
0xFFFF ,
}

Definition at line 1300 of file wstag212.c.

◆ actor33Conditions

u16 actor33Conditions[]
Initial value:
= {
(0x6000 | ( STORY_LOGGED_IN )) , 1,
(0x7000 | ( 0 )) , 1,
0xFFFF ,
}

Definition at line 1305 of file wstag212.c.

◆ actor34Conditions

u16 actor34Conditions[]
Initial value:
= {
(0x6000 | ( STORY_LOGGED_IN )) , 1,
(0x7000 | ( 1 )) , 1,
0xFFFF ,
}

Definition at line 1310 of file wstag212.c.

◆ actor35Conditions

u16 actor35Conditions[] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }

Definition at line 1315 of file wstag212.c.

◆ actor36Conditions

u16 actor36Conditions[] = { (0x6000 | ( STORY_AGUMON_DISGUISE )) , 1, 0xFFFF }

Definition at line 1316 of file wstag212.c.

◆ actor37Conditions

u16 actor37Conditions[]
Initial value:
= {
(0x6000 | ( STORY_LOGGED_IN )) , 1,
(0x7000 | ( 0 )) , 1,
0xFFFF ,
}

Definition at line 1317 of file wstag212.c.

◆ actor38Conditions

u16 actor38Conditions[]
Initial value:
= {
(0x6000 | ( STORY_LOGGED_IN )) , 1,
(0x7000 | ( 2 )) , 1,
0xFFFF ,
}

Definition at line 1322 of file wstag212.c.

◆ actor39Conditions

u16 actor39Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1327 of file wstag212.c.

◆ actor40Conditions

u16 actor40Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1328 of file wstag212.c.

◆ actor41Conditions

u16 actor41Conditions[] = { (0x6000 | ( STORY_SUZAKU_BADGE )) , 1, 0xFFFF }

Definition at line 1329 of file wstag212.c.

◆ actor42Conditions

u16 actor42Conditions[]
Initial value:
= {
(0x6000 | ( STORY_LOGGED_IN )) , 1,
(0x7000 | ( 2 )) , 1,
0xFFFF ,
}

Definition at line 1330 of file wstag212.c.

◆ actor43Conditions

u16 actor43Conditions[]
Initial value:
= {
(0x6000 | ( STORY_LOGGED_IN )) , 1,
(0x7000 | ( 1 )) , 1,
0xFFFF ,
}

Definition at line 1335 of file wstag212.c.

◆ actor44Conditions

u16 actor44Conditions[]
Initial value:
= {
(0x6000 | ( STORY_LOGGED_IN )) , 1,
(0x7000 | ( 0 )) , 1,
0xFFFF ,
}

Definition at line 1340 of file wstag212.c.

◆ actor0

FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 1, 4, 0, 0, 1 }

Definition at line 1345 of file wstag212.c.

◆ actor1

FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 1, 4, 0, 0, 1 }

Definition at line 1346 of file wstag212.c.

◆ actor2

FieldActorEntry actor2 = { actor2Conditions, ((void *)0) , 0xB, 5, 0, 0, 1 }

Definition at line 1347 of file wstag212.c.

◆ actor3

FieldActorEntry actor3 = { actor3Conditions, ((void *)0) , 0xB, 5, 0, 0, 1 }

Definition at line 1348 of file wstag212.c.

◆ actor4

FieldActorEntry actor4 = { actor4Conditions, ((void *)0) , 0xB, 5, 0, 0, 1 }

Definition at line 1349 of file wstag212.c.

◆ actor5

FieldActorEntry actor5 = { actor5Conditions, ((void *)0) , 0xB, 5, 0, 0, 0 }

Definition at line 1350 of file wstag212.c.

◆ actor6

FieldActorEntry actor6 = { actor6Conditions, ((void *)0) , 0xC, 6, 0, 0, 1 }

Definition at line 1351 of file wstag212.c.

◆ actor7

FieldActorEntry actor7 = { actor7Conditions, ((void *)0) , 0xD, 7, 0, 0, 1 }

Definition at line 1352 of file wstag212.c.

◆ actor8

FieldActorEntry actor8 = { actor8Conditions, ((void *)0) , 0xD, 7, 384, 255, 1 }

Definition at line 1353 of file wstag212.c.

◆ actor9

FieldActorEntry actor9 = { actor9Conditions, ((void *)0) , 0xE, 8, 0, 0, 1 }

Definition at line 1354 of file wstag212.c.

◆ actor10

FieldActorEntry actor10 = { actor10Conditions, ((void *)0) , 0xE, 8, 434, 247, 7 }

Definition at line 1355 of file wstag212.c.

◆ actor11

FieldActorEntry actor11 = { actor11Conditions, ((void *)0) , 0x20, 9, 0, 0, 1 }

Definition at line 1356 of file wstag212.c.

◆ actor12

FieldActorEntry actor12 = { actor12Conditions, ((void *)0) , 0x20, 9, 384, 255, 1 }

Definition at line 1357 of file wstag212.c.

◆ actor13

FieldActorEntry actor13 = { actor13Conditions, ((void *)0) , 0x22, 0xA, 0, 0, 1 }

Definition at line 1358 of file wstag212.c.

◆ actor14

FieldActorEntry actor14 = { actor14Conditions, ((void *)0) , 0x24, 0xB, 0, 0, 1 }

Definition at line 1359 of file wstag212.c.

◆ actor15

FieldActorEntry actor15 = { actor15Conditions, ((void *)0) , 0x24, 0xB, 434, 247, 7 }

Definition at line 1360 of file wstag212.c.

◆ actor16

FieldActorEntry actor16 = { actor16Conditions, ((void *)0) , 0x2E, 0xC, 0, 0, 1 }

Definition at line 1361 of file wstag212.c.

◆ actor17

FieldActorEntry actor17 = { actor17Conditions, ((void *)0) , 0x2E, 0xC, 0, 0, 1 }

Definition at line 1362 of file wstag212.c.

◆ actor18

FieldActorEntry actor18 = { actor18Conditions, ((void *)0) , 0x2E, 0xC, 684, 363, 7 }

Definition at line 1363 of file wstag212.c.

◆ actor19

FieldActorEntry actor19 = { actor19Conditions, ((void *)0) , 0x31, 0xD, 0, 0, 7 }

Definition at line 1364 of file wstag212.c.

◆ actor20

FieldActorEntry actor20 = { actor20Conditions, ((void *)0) , 0x31, 0xD, 0, 0, 1 }

Definition at line 1365 of file wstag212.c.

◆ actor21

FieldActorEntry actor21 = { actor21Conditions, ((void *)0) , 0x31, 0xD, 361, 221, 7 }

Definition at line 1366 of file wstag212.c.

◆ actor22

FieldActorEntry actor22 = { actor22Conditions, ((void *)0) , 0x31, 0xD, 361, 221, 7 }

Definition at line 1367 of file wstag212.c.

◆ actor23

FieldActorEntry actor23 = { actor23Conditions, ((void *)0) , 0x32, 0xE, 0, 0, 1 }

Definition at line 1368 of file wstag212.c.

◆ actor24

FieldActorEntry actor24 = { actor24Conditions, ((void *)0) , 0x33, 0xF, 0, 0, 1 }

Definition at line 1369 of file wstag212.c.

◆ actor25

FieldActorEntry actor25 = { actor25Conditions, ((void *)0) , 0x34, 0x10, 0, 0, 1 }

Definition at line 1370 of file wstag212.c.

◆ actor26

FieldActorEntry actor26 = { actor26Conditions, ((void *)0) , 0x34, 0x10, 0, 0, 1 }

Definition at line 1371 of file wstag212.c.

◆ actor27

FieldActorEntry actor27 = { actor27Conditions, ((void *)0) , 0x35, 0x11, 0, 0, 1 }

Definition at line 1372 of file wstag212.c.

◆ actor28

FieldActorEntry actor28 = { actor28Conditions, ((void *)0) , 0x35, 0x11, 328, 260, 6 }

Definition at line 1373 of file wstag212.c.

◆ actor29

FieldActorEntry actor29 = { actor29Conditions, ((void *)0) , 0x36, 0x12, 0, 0, 1 }

Definition at line 1374 of file wstag212.c.

◆ actor30

FieldActorEntry actor30 = { actor30Conditions, ((void *)0) , 0x36, 0x12, 535, 307, 1 }

Definition at line 1375 of file wstag212.c.

◆ actor31

FieldActorEntry actor31 = { actor31Conditions, ((void *)0) , 0x39, 0x13, 0, 0, 1 }

Definition at line 1376 of file wstag212.c.

◆ actor32

FieldActorEntry actor32 = { actor32Conditions, ((void *)0) , 0x40, 0x14, 0, 0, 1 }

Definition at line 1377 of file wstag212.c.

◆ actor33

FieldActorEntry actor33 = { actor33Conditions, ((void *)0) , 0x41, 0x15, 0, 0, 1 }

Definition at line 1378 of file wstag212.c.

◆ actor34

FieldActorEntry actor34 = { actor34Conditions, ((void *)0) , 0x41, 0x15, 0, 0, 1 }

Definition at line 1379 of file wstag212.c.

◆ actor35

FieldActorEntry actor35 = { actor35Conditions, ((void *)0) , 0x41, 0x15, 305, 353, 5 }

Definition at line 1380 of file wstag212.c.

◆ actor36

FieldActorEntry actor36 = { actor36Conditions, ((void *)0) , 0x41, 0x15, 305, 353, 5 }

Definition at line 1381 of file wstag212.c.

◆ actor37

FieldActorEntry actor37 = { actor37Conditions, ((void *)0) , 0x42, 0x16, 0, 0, 1 }

Definition at line 1382 of file wstag212.c.

◆ actor38

FieldActorEntry actor38 = { actor38Conditions, ((void *)0) , 0x42, 0x16, 0, 0, 1 }

Definition at line 1383 of file wstag212.c.

◆ actor39

FieldActorEntry actor39 = { actor39Conditions, ((void *)0) , 0x6C, 0x17, 0, 0, 1 }

Definition at line 1384 of file wstag212.c.

◆ actor40

FieldActorEntry actor40 = { actor40Conditions, ((void *)0) , 0x6D, 0x18, 0, 0, 1 }

Definition at line 1385 of file wstag212.c.

◆ actor41

FieldActorEntry actor41 = { actor41Conditions, ((void *)0) , 0x6E, 0x19, 0, 0, 1 }

Definition at line 1386 of file wstag212.c.

◆ actor42

FieldActorEntry actor42 = { actor42Conditions, ((void *)0) , 0xB4, 0x1A, 0, 0, 1 }

Definition at line 1387 of file wstag212.c.

◆ actor43

FieldActorEntry actor43 = { actor43Conditions, ((void *)0) , 0xB5, 0x1B, 0, 0, 1 }

Definition at line 1388 of file wstag212.c.

◆ actor44

FieldActorEntry actor44 = { actor44Conditions, ((void *)0) , 0xB6, 0x1C, 0, 0, 1 }

Definition at line 1389 of file wstag212.c.

◆ stageActors

FieldActorEntry* stageActors[]

Definition at line 1390 of file wstag212.c.

Referenced by setupStage().

◆ stageObjects

StageTile stageObjects[]

The tables and color setupStage gives FIELDSTG_state (FieldState)

Definition at line 1438 of file wstag212.c.

Referenced by setupStage().

◆ stageFuncs

void(* stageFuncs[])(void) ( void  )
Initial value:
= {
}
void setupStage(void)
Sets the stage up: its map, actors and events, playing the ambience ENV_0205.
Definition wstag212.c:201

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 1515 of file wstag212.c.

◆ stageEvents

FieldEvent stageEvents[]
Initial value:
= {
{ 10, script10, ( ( 0x113 - 1) << 16 | ( 3 )), ((void *)0) , endEvents10To12 },
{ 11, script11, ( ( 0x113 - 1) << 16 | ( 4 )), ((void *)0) , endEvents10To12 },
{ 12, script12, ( ( 0x113 - 1) << 16 | ( 5 )), ((void *)0) , endEvents10To12 },
{ 271, script271, ( ( 0x113 - 1) << 16 | ( 0x18 )), ((void *)0) , endEvent271 },
{ 273, script273, ( ( 0x113 - 1) << 16 | ( 0x1A )), ((void *)0) , endEvent273 },
{ 352, script352, ( ( 0x113 - 1) << 16 | ( 0x20 )), ((void *)0) , endEvent352 },
{ -1, ((void *)0) , 0, ((void *)0) , ((void *)0) },
}
s16 script12[]
Definition wstag212.c:657
void endEvent352(void)
After event 352, with Kail: lets event 40 of WSTAG285 start and moves the story on to its step 0xE.
Definition wstag212.c:185
s16 script10[]
Definition wstag212.c:219
s16 script11[]
Definition wstag212.c:442
s16 script271[]
Definition wstag212.c:872
s16 script273[]
Definition wstag212.c:1069
s16 script352[]
Definition wstag212.c:1127
void endEvents10To12(void)
After events 10 to 12, where the Tamer Service downloads the starter pack the player chose (A,...
Definition wstag212.c:162
void endEvent271(void)
After event 271, with Maniac Phillip, Lazy Fei, Tamer Service, Kail, Lazy Alan, Worker Jeff,...
Definition wstag212.c:171
void endEvent273(void)
After event 273, with Kail: moves the story on to STORY_LOOKING_FOR_TEDDY.
Definition wstag212.c:177

Definition at line 1518 of file wstag212.c.

Referenced by setupStage().