Digimon World 3 decomp
The European version, SLES_039.36
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wstag218.c
Go to the documentation of this file.
1/*
2 * WSTAG218: Asuka City, Central Sector: the streets by the Admin Center. Exits
3 * to the Basement Stairs (WSTAG290), the Prison Tower (295) and Admin Center
4 * 2F (300).
5 */
6
7#include "common.h"
8#include "field/stage.h"
9
12
13const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 };
14#if VERSION_US || VERSION_JP
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
16#define STAGE_FILE 0x32E
17#elif VERSION_EU
18#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
19#define STAGE_FILE 0x33D
20#endif
21/*
22 * Sets the stage up: its map, actors and battles, playing ASKA_BGM; BGM_0029
23 * instead at story steps 0x14 to 0x17 and 0x27 to 0x28
24 */
52
53AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
93AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
94AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
95AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
96AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
97AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
98AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
99AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
109 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
110 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
111 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
112 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
113 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
114 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
115 { 0x140, 0x100, 0x178, 0x158, 0xE0, 0x58, 0x170, 0x1FE },
116 { 0x140, 0x100, 0x178, 0x1B0, 0xE0, 0xB0, 0x170, 0x1FD },
117};
131 { NULL, actor0Talk0Actions, 0x48A },
132 { NULL, NULL, 0 },
133};
135 { NULL, actor1Talk0Actions, 0x2B6 },
136 { NULL, NULL, 0 },
137};
143 &actor0,
144 &actor1,
145 NULL,
146};
148 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 6, 0, 561, 160, 0, 0 },
149 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 6, 0, 664, 211, 0, 0 },
150 { 1, 0, 0x40, 2, 0x49, 2, 0, 3, 6, 0, 903, 374, 0, 0 },
151 { 1, 0, 0x80, 2, 8, 0, 0, 0, 0, 0, 896, 256, 0, 0 },
152 { 1, 0, 0x40, 2, 9, 0, 0, 0, 0, 0, 896, 384, 0, 0 },
153 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 53, 437, 0, 0 },
154 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 99, 414, 0, 0 },
155 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 149, 389, 0, 0 },
156 { 1, 0, 0x40, 6, 0x49, 2, 0, 3, 6, 0, 639, 463, 0, 0 },
157 { 1, 0, 0x40, 6, 0x49, 2, 0, 3, 6, 0, 847, 344, 0, 0 },
158 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 239, 331, 0, 0 },
159 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 285, 308, 0, 0 },
160 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 821, 438, 0, 0 },
161 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 959, 382, 0, 0 },
162 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 989, 453, 0, 0 },
163 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 735, 352, 0, 0 },
164 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 928, 412, 0, 0 },
165 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 929, 401, 0, 0 },
166 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 813, 422, 0, 0 },
167 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 876, 422, 0, 0 },
168 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 944, 392, 0, 0 },
169 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 985, 463, 0, 0 },
170 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 799, 406, 0, 0 },
171 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 777, 394, 0, 0 },
172 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 667, 411, 0, 0 },
173 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 677, 414, 0, 0 },
174 { 1, 0x65, 0x40, 6, 4, 0, 0, 0, 0, 0, 351, 103, 0, 0 },
175 { 1, 0x64, 0x40, 6, 5, 0, 0, 0, 0, 0, 78, 169, 0, 0 },
176 { 1, 0x66, 0x40, 6, 6, 0, 0, 0, 0, 0, 846, 246, 0, 0 },
177 { 1, 0x67, 0x40, 6, 7, 0, 0, 0, 0, 0, 879, 347, 0, 0 },
178 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 6, 0, 707, 316, 0, 0 },
179 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 6, 0, 719, 338, 0, 0 },
180 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 64, 196, 224, 0 },
181 { 1, 0, 0x44, 4, 1, 0, 0, 0, 0, 0, 377, 108, 163, 0 },
182 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 813, 256, 304, 0 },
183 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 905, 344, 394, 0 },
184 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
185};
187 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x216, 0x1E0, 0x118, 3, 0x64, 0, 0 },
188 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x217, 0x78, 0xFC, 5, 0x65, 0, 0 },
189 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x217, 0x508, 0x1CC, 3, 0x66, 0, 0 },
190 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x215, 0x1A8, 0x1F4, 5, 0x67, 0, 0 },
191 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
192};
193void (*stageFuncs[])(void) = {
195};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
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 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 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,...
@ STORY_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
#define SPECIAL_GAIN_1000_BIT
an action: gives the player 1000 BIT (MONEY_GAINS[3])
Definition story.h:1828
#define FLAG_ASUKA_CITY_POWER_CHARGE_FOUND
wstag218: chest that gives the Power Charge, "I got" text; its conditions test it 0
Definition story.h:245
#define FLAG_ASUKA_CITY_1000_BIT_FOUND
wstag218: chest that gives 1000 BIT ("I got 1000 BIT!"); its conditions test it 0
Definition story.h:242
#define SPECIAL_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
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
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 wstag218.c:139
u16 actor0Talk0Actions[]
Definition wstag218.c:118
AreaBattle area2Battle7
Definition wstag218.c:86
FieldActorEntry actor0
Definition wstag218.c:140
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag218.c:193
AreaBattle area2Battle6
Definition wstag218.c:85
AreaBattle area1Battle6
Definition wstag218.c:72
AreaBattle area0Battle7
Definition wstag218.c:60
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag218.c:13
AreaBattle area3Battle4
Definition wstag218.c:96
AreaBattle area3Battle3
Definition wstag218.c:95
AreaBattle area0Battle1
Definition wstag218.c:54
AreaBattle area2Battle0
Definition wstag218.c:79
FieldActorEntry * stageActors[]
Definition wstag218.c:142
AreaBattle area1Battle2
Definition wstag218.c:68
AreaBattle area3Battle0
Definition wstag218.c:92
AreaBattle area0Battle6
Definition wstag218.c:59
FieldTalk actor1Talks[]
Definition wstag218.c:134
AreaBattle area3Battle2
Definition wstag218.c:94
FieldTalk actor0Talks[]
Definition wstag218.c:130
AreaBattle area3Battle1
Definition wstag218.c:93
AreaBattle area0Battle3
Definition wstag218.c:56
AreaBattle area3Battle6
Definition wstag218.c:98
ActorImage stageImages[]
Definition wstag218.c:108
void setupStage(void)
Sets the stage up: its map, actors and battles, playing ASKA_BGM; BGM_0029 instead at story steps 0x1...
Definition wstag218.c:25
AreaBattle area2Battle4
Definition wstag218.c:83
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag218.c:147
BattleList area3Battles
Definition wstag218.c:100
AreaBattle area3Battle5
Definition wstag218.c:97
AreaBattle area0Battle5
Definition wstag218.c:58
BattleList area1Battles
Definition wstag218.c:74
BattleList area2Battles
Definition wstag218.c:87
AreaBattle area1Battle4
Definition wstag218.c:70
AreaBattle area2Battle2
Definition wstag218.c:81
AreaBattle area1Battle5
Definition wstag218.c:71
StageSlot stageSlots[]
Definition wstag218.c:186
AreaBattle area2Battle1
Definition wstag218.c:80
u16 actor1Talk0Actions[]
Definition wstag218.c:124
AreaBattle area1Battle3
Definition wstag218.c:69
AreaBattle area1Battle0
Definition wstag218.c:66
FieldActorEntry actor1
Definition wstag218.c:141
AreaBattle area0Battle0
Definition wstag218.c:53
AreaBattle area0Battle2
Definition wstag218.c:55
#define STAGE_FILE
Definition wstag218.c:19
AreaBattle area2Battle5
Definition wstag218.c:84
AreaBattle area1Battle1
Definition wstag218.c:67
AreaBattle area2Battle3
Definition wstag218.c:82
AreaBattle area0Battle4
Definition wstag218.c:57
#define STAGE_TEXT
Definition wstag218.c:18
AreaBattle area3Battle7
Definition wstag218.c:99
BattleList area0Battles
Definition wstag218.c:61
AreaBattle area1Battle7
Definition wstag218.c:73
FieldBattles stageBattles[]
Definition wstag218.c:105
u16 actor0Conditions[]
Definition wstag218.c:138