Digimon World 3 decomp
The European version, SLES_039.36
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wstag219.c
Go to the documentation of this file.
1/*
2 * WSTAG219: Amaterasu City, Central Sector: the streets by the Admin Center.
3 * On the Amaterasu server; its Asuka server twin is WSTAG218.
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 0x523
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
18#define STAGE_FILE 0x533
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 */
46
47AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
48AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
49AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
50AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
51AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
52AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
61AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
62AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
63AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
64AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
76AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
77AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
87AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
88AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
89AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
90AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
91AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
92AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
93AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
103 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
104 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
105 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
106 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
107 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
108 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
109};
111 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 6, 0, 561, 160, 0, 0 },
112 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 6, 0, 664, 211, 0, 0 },
113 { 1, 0, 0x40, 2, 0x49, 2, 0, 3, 6, 0, 903, 374, 0, 0 },
114 { 1, 0, 0x80, 2, 8, 0, 0, 0, 0, 0, 896, 256, 0, 0 },
115 { 1, 0, 0x40, 2, 9, 0, 0, 0, 0, 0, 896, 384, 0, 0 },
116 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 53, 437, 0, 0 },
117 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 99, 414, 0, 0 },
118 { 1, 0, 0x40, 6, 0x48, 2, 0, 3, 6, 0, 149, 389, 0, 0 },
119 { 1, 0, 0x40, 6, 0x49, 2, 0, 3, 6, 0, 639, 463, 0, 0 },
120 { 1, 0, 0x40, 6, 0x49, 2, 0, 3, 6, 0, 847, 344, 0, 0 },
121 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 239, 331, 0, 0 },
122 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 285, 308, 0, 0 },
123 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 905, 418, 0, 0 },
124 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 762, 405, 0, 0 },
125 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 987, 453, 0, 0 },
126 { 1, 0x64, 0x40, 6, 4, 0, 0, 0, 0, 0, 351, 103, 0, 0 },
127 { 1, 0x65, 0x40, 6, 5, 0, 0, 0, 0, 0, 78, 169, 0, 0 },
128 { 1, 0x66, 0x40, 6, 6, 0, 0, 0, 0, 0, 846, 246, 0, 0 },
129 { 1, 0x67, 0x40, 6, 7, 0, 0, 0, 0, 0, 879, 347, 0, 0 },
130 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 6, 0, 707, 316, 0, 0 },
131 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 6, 0, 719, 338, 0, 0 },
132 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 64, 196, 224, 0 },
133 { 1, 0, 0x44, 4, 1, 0, 0, 0, 0, 0, 377, 108, 163, 0 },
134 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 813, 256, 304, 0 },
135 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 905, 344, 394, 0 },
136 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
137};
139 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x285, 0x1E0, 0x118, 3, 0x65, 0, 0 },
140 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x286, 0x78, 0xFC, 5, 0x64, 0, 0 },
141 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x286, 0x508, 0x1CC, 3, 0x66, 0, 0 },
142 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x284, 0x1A8, 0x1F4, 5, 0x67, 0, 0 },
143 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
144};
145void (*stageFuncs[])(void) = {
147};
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 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
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
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
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
AreaBattle area2Battle7
Definition wstag219.c:80
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag219.c:145
AreaBattle area2Battle6
Definition wstag219.c:79
AreaBattle area1Battle6
Definition wstag219.c:66
AreaBattle area0Battle7
Definition wstag219.c:54
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag219.c:12
AreaBattle area3Battle4
Definition wstag219.c:90
AreaBattle area3Battle3
Definition wstag219.c:89
AreaBattle area0Battle1
Definition wstag219.c:48
AreaBattle area2Battle0
Definition wstag219.c:73
AreaBattle area1Battle2
Definition wstag219.c:62
AreaBattle area3Battle0
Definition wstag219.c:86
AreaBattle area0Battle6
Definition wstag219.c:53
AreaBattle area3Battle2
Definition wstag219.c:88
AreaBattle area3Battle1
Definition wstag219.c:87
AreaBattle area0Battle3
Definition wstag219.c:50
AreaBattle area3Battle6
Definition wstag219.c:92
ActorImage stageImages[]
Definition wstag219.c:102
void setupStage(void)
Sets the stage up: its map, actors and battles, playing ASKA_BGM; BGM_0029 instead except at STORY_PR...
Definition wstag219.c:24
AreaBattle area2Battle4
Definition wstag219.c:77
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag219.c:110
BattleList area3Battles
Definition wstag219.c:94
AreaBattle area3Battle5
Definition wstag219.c:91
AreaBattle area0Battle5
Definition wstag219.c:52
BattleList area1Battles
Definition wstag219.c:68
BattleList area2Battles
Definition wstag219.c:81
AreaBattle area1Battle4
Definition wstag219.c:64
AreaBattle area2Battle2
Definition wstag219.c:75
AreaBattle area1Battle5
Definition wstag219.c:65
StageSlot stageSlots[]
Definition wstag219.c:138
AreaBattle area2Battle1
Definition wstag219.c:74
AreaBattle area1Battle3
Definition wstag219.c:63
AreaBattle area1Battle0
Definition wstag219.c:60
AreaBattle area0Battle0
Definition wstag219.c:47
AreaBattle area0Battle2
Definition wstag219.c:49
#define STAGE_FILE
Definition wstag219.c:18
AreaBattle area2Battle5
Definition wstag219.c:78
AreaBattle area1Battle1
Definition wstag219.c:61
AreaBattle area2Battle3
Definition wstag219.c:76
AreaBattle area0Battle4
Definition wstag219.c:51
#define STAGE_TEXT
Definition wstag219.c:17
AreaBattle area3Battle7
Definition wstag219.c:93
BattleList area0Battles
Definition wstag219.c:55
AreaBattle area1Battle7
Definition wstag219.c:67
FieldBattles stageBattles[]
Definition wstag219.c:99