Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag231.c
Go to the documentation of this file.
1/*
2 * WSTAG231: Arena Front Desk, Amaterasu City. On the Amaterasu server; its
3 * Asuka server twin is WSTAG230.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
14#define STAGE_FILE 0x4A4
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
17#define STAGE_FILE 0x4B4
18#endif
19/*
20 * Sets the stage up: its map and actors, playing KANRIBGM; BGM_0029 instead
21 * except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
22 */
44
46 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
47 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
48 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
49 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
50 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
51 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
52 { 0x140, 0x100, 0x15C, 0x161, 0x70, 0x61, 0x170, 0x1FF },
53 { 0x140, 0x100, 0x164, 0x161, 0x90, 0x61, 0x160, 0x1FE },
54 { 0x140, 0x100, 0x174, 0x148, 0xD0, 0x48, 0x170, 0x1FE },
55 { 0x140, 0x100, 0x170, 0x198, 0xC0, 0x98, 0x150, 0x1FD },
56 { 0x140, 0x100, 0x16C, 0x161, 0xB0, 0x61, 0x160, 0x1FD },
57 { 0x140, 0x100, 0x140, 0x175, 0, 0x75, 0x170, 0x1FD },
58 { 0x140, 0x100, 0x150, 0x175, 0x40, 0x75, 0x150, 0x1FC },
59 { 0x140, 0x100, 0x174, 0x178, 0xD0, 0x78, 0x160, 0x1FC },
60 { 0x140, 0x100, 0x158, 0x189, 0x60, 0x89, 0x170, 0x1FC },
61};
63 { NULL, NULL, 0x1AC },
64 { NULL, NULL, 0 },
65};
67 { NULL, NULL, 0x1B0 },
68 { NULL, NULL, 0 },
69};
71 { NULL, NULL, 0x1AD },
72 { NULL, NULL, 0 },
73};
75 { NULL, NULL, 0x1B1 },
76 { NULL, NULL, 0 },
77};
79 { NULL, NULL, 0x1B2 },
80 { NULL, NULL, 0 },
81};
83 { NULL, NULL, 0x1B3 },
84 { NULL, NULL, 0 },
85};
87 { NULL, NULL, 0x1AE },
88 { NULL, NULL, 0 },
89};
91 { NULL, NULL, 0x1AF },
92 { NULL, NULL, 0 },
93};
131FieldActorEntry actor2 = { actor2Conditions, NULL, 0x24, 5, 240, 329, 3 };
132FieldActorEntry actor3 = { actor3Conditions, NULL, 0x24, 5, 240, 329, 3 };
137FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x9D, 0xA, 272, 344, 7 };
138FieldActorEntry actor9 = { actor9Conditions, NULL, 0x9E, 0xB, 240, 329, 3 };
141 &actor0,
142 &actor1,
143 &actor2,
144 &actor3,
145 &actor4,
146 &actor5,
147 &actor6,
148 &actor7,
149 &actor8,
150 &actor9,
151 &actor10,
152 NULL,
153};
155 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 192, 256, 0, 0 },
156 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 144, 104, 0, 0 },
157 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 168, 92, 0, 0 },
158 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 224, 64, 0, 0 },
159 { 1, 0, 0x40, 6, 0x33, 2, 0, 0xB, 8, 0, 127, 112, 0, 0 },
160 { 1, 0, 0x40, 6, 0x33, 2, 0, 0xB, 8, 0, 127, 144, 0, 0 },
161 { 1, 0, 0x40, 6, 0x33, 2, 0, 0xB, 8, 0, 159, 96, 0, 0 },
162 { 1, 0, 0x40, 6, 0x33, 2, 0, 0xB, 8, 0, 159, 128, 0, 0 },
163 { 1, 0, 0x40, 6, 0x33, 2, 0, 0xB, 8, 0, 191, 80, 0, 0 },
164 { 1, 0, 0x40, 6, 0x33, 2, 0, 0xB, 8, 0, 191, 112, 0, 0 },
165 { 1, 0, 0x40, 6, 0x33, 2, 0, 0xB, 8, 0, 223, 64, 0, 0 },
166 { 1, 0, 0x40, 6, 0x33, 2, 0, 0xB, 8, 0, 223, 96, 0, 0 },
167 { 1, 0, 0x40, 6, 0x34, 2, 0, 0xB, 8, 0, 196, 289, 0, 0 },
168 { 1, 0, 0x40, 6, 0x34, 2, 0, 0xB, 8, 0, 226, 274, 0, 0 },
169 { 1, 0, 0x40, 6, 0x35, 2, 0, 0xB, 8, 0, 212, 266, 0, 0 },
170 { 1, 0, 0x40, 6, 0x35, 2, 0, 0xB, 8, 0, 212, 281, 0, 0 },
171 { 1, 0, 0x40, 6, 0x36, 2, 0, 0xB, 8, 0, 196, 275, 0, 0 },
172 { 1, 0, 0x40, 6, 0x36, 2, 0, 0xB, 8, 0, 226, 260, 0, 0 },
173 { 1, 0, 0x40, 6, 0x37, 1, 0x37, 0x39, 0xA, 0, 200, 290, 0, 0 },
174 { 1, 0, 0x40, 6, 2, 0, 0, 0, 0, 0, 256, 336, 0, 0 },
175 { 1, 0, 0x40, 4, 0x3A, 1, 0x3A, 0x3C, 0xA, 0, 256, 286, 315, 0 },
176 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 304, 312, 329, 0 },
177 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 256, 280, 315, 0 },
178 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
179};
181 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x273, 0x200, 0x11C, 1, 0, 0, 0 },
182 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
183};
184void (*stageFuncs[])(void) = {
186};
#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 MUSIC_ADMIN_CENTER
KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room.
Definition sound.h:79
#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(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_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#define SPECIAL_STORY_GENJI_BEATEN_TO_MOVIE_BATTLES
GAME.progress is from STORY_GENJI_BEATEN to 0x2C (PROGRESS_RANGES[2]); nothing sets 0x2C,...
Definition story.h:1869
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
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
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
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 wstag231.c:99
FieldActorEntry actor0
Definition wstag231.c:129
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag231.c:184
FieldActorEntry actor6
Definition wstag231.c:135
u16 actor10Conditions[]
Definition wstag231.c:124
FieldTalk actor5Talks[]
Definition wstag231.c:74
FieldActorEntry actor5
Definition wstag231.c:134
FieldActorEntry actor2
Definition wstag231.c:131
u16 actor9Conditions[]
Definition wstag231.c:119
FieldActorEntry * stageActors[]
Definition wstag231.c:140
FieldTalk actor1Talks[]
Definition wstag231.c:66
FieldTalk actor0Talks[]
Definition wstag231.c:62
FieldActorEntry actor10
Definition wstag231.c:139
FieldTalk actor4Talks[]
Definition wstag231.c:70
u16 actor4Conditions[]
Definition wstag231.c:106
FieldActorEntry actor4
Definition wstag231.c:133
u16 actor3Conditions[]
Definition wstag231.c:105
FieldActorEntry actor8
Definition wstag231.c:137
ActorImage stageImages[]
Definition wstag231.c:45
FieldTalk actor6Talks[]
Definition wstag231.c:78
void setupStage(void)
Sets the stage up: its map and actors, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_A...
Definition wstag231.c:23
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag231.c:154
FieldActorEntry actor9
Definition wstag231.c:138
u16 actor8Conditions[]
Definition wstag231.c:114
u16 actor5Conditions[]
Definition wstag231.c:111
FieldTalk actor10Talks[]
Definition wstag231.c:90
u16 actor6Conditions[]
Definition wstag231.c:112
FieldActorEntry actor7
Definition wstag231.c:136
StageSlot stageSlots[]
Definition wstag231.c:180
FieldActorEntry actor1
Definition wstag231.c:130
#define STAGE_FILE
Definition wstag231.c:17
u16 actor7Conditions[]
Definition wstag231.c:113
u16 actor2Conditions[]
Definition wstag231.c:100
FieldTalk actor7Talks[]
Definition wstag231.c:82
#define STAGE_TEXT
Definition wstag231.c:16
FieldTalk actor8Talks[]
Definition wstag231.c:86
FieldActorEntry actor3
Definition wstag231.c:132
u16 actor0Conditions[]
Definition wstag231.c:94