Digimon World 3 decomp
The European version, SLES_039.36
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wstag236.c
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1/*
2 * WSTAG236: Amaterasu Inn 1F, Amaterasu City. On the Amaterasu server; its
3 * Asuka server twin is WSTAG235.
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 EVENT_TEXT_FILE (TEXT_EVENTS_200 - 1)
15#define STAGE_FILE 0x4C8
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
18#define EVENT_TEXT_FILE (TEXT_EVENTS_200 - 1)
19#define STAGE_FILE 0x4D8
20#endif
21/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
40
42 SCRIPT_WALK(2, 0xCF, 0xD0, 3),
43 SCRIPT_PLACE(0x15, 0xAF, 0xC0),
44 SCRIPT_POSE(0x15, 1, 7),
47 SCRIPT_POSE(2, 1, 3),
48 SCRIPT_WAIT(6),
49 SCRIPT_WAIT(0x1E),
50 SCRIPT_TALK(0, 1, 0x15, 0),
52 SCRIPT_WAIT(0x1E),
53 SCRIPT_POSE(0x15, 0x36, 7),
55 SCRIPT_WAIT_ANIM(0x15),
56 SCRIPT_POSE(0x15, 0x37, 7),
57 SCRIPT_WAIT(0x5A),
58 SCRIPT_LEAVE(0xC0A, 0, 0, 0),
60};
62 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
63 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
64 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
65 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
66 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
67 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
68 { 0x140, 0x100, 0x148, 0x16B, 0x20, 0x6B, 0x160, 0x1FF },
69 { 0x140, 0x100, 0x173, 0x100, 0xCC, 0, 0x170, 0x1FF },
70 { 0x140, 0x100, 0x16C, 0x169, 0xB0, 0x69, 0x160, 0x1FE },
71 { 0x140, 0x100, 0x150, 0x16B, 0x40, 0x6B, 0x170, 0x1FE },
72 { 0x140, 0x100, 0x158, 0x16B, 0x60, 0x6B, 0x140, 0x1FD },
73};
74u16 actor0Talk0Actions[] = { 0x7A28, 1, CODES_END };
77 { NULL, actor0Talk0Actions, 0x1A3 },
78 { NULL, NULL, 0 },
79};
81 { NULL, actor1Talk0Actions, 0x1A2 },
82 { NULL, NULL, 0 },
83};
85 { NULL, NULL, 0x61 },
86 { NULL, NULL, 0 },
87};
89 { NULL, NULL, 0x5F },
90 { NULL, NULL, 0 },
91};
93 { NULL, NULL, 0x5E },
94 { NULL, NULL, 0 },
95};
97 { NULL, NULL, 0x60 },
98 { NULL, NULL, 0 },
99};
112FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 188, 154, 7 };
113FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 175, 192, 7 };
119 &actor0,
120 &actor1,
121 &actor2,
122 &actor3,
123 &actor4,
124 &actor5,
125 NULL,
126};
128 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 78, 77, 0, 0 },
129 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 97, 115, 0, 0 },
130 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 135, 231, 0, 0 },
131 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 141, 44, 0, 0 },
132 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 261, 63, 0, 0 },
133 { 1, 0, 0x40, 2, 6, 2, 0, 1, 4, 0, 326, 95, 0, 0 },
134 { 1, 0, 0x40, 2, 7, 2, 0, 1, 4, 0, 165, 76, 0, 0 },
135 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 256, 151, 184, 0 },
136 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 240, 127, 162, 0 },
137 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 215, 20, 86, 0 },
138 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 144, 185, 200, 0 },
139 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 125, 175, 194, 0 },
140 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 148, 127, 167, 0 },
141 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
142};
144 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27B, 0x96, 0x114, 5, 0, 0, 0 },
145 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x270, 0x2A0, 0x17A, 7, 0, 0, 0 },
146 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27E, 0x15A, 0xBA, 1, 0, 0, 0 },
147 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27A, 0x146, 0xBA, 7, 0, 0, 0 },
148 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0xC8, 0xEC, 0, 0, 0, 0 },
149 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0xB8, 0x132, 0, 0, 0, 0 },
150 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
151};
152void (*stageFuncs[])(void) = {
154};
156 { 1201, script1201, EVENT_TEXT(0x2B), NULL, NULL },
157 { -1, NULL, 0, NULL, NULL },
158};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
#define SLOT_CLIMB_UP
Definition field_map.h:256
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#define FIELD_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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_CLIMB_DOWN
Definition field_map.h:257
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#define CODES_END
Definition game_state.h:83
#define PROGRESS(n)
GAME.progress is n.
Definition game_state.h:69
#define MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
Definition sound.h:81
#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_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 character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
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
FieldEvent * events
up to the first id -1
Definition field_map.h:451
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
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 actor0Talk0Actions[]
Definition wstag236.c:74
FieldActorEntry actor0
Definition wstag236.c:112
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag236.c:152
FieldTalk actor2Talks[]
Definition wstag236.c:84
FieldTalk actor5Talks[]
Definition wstag236.c:96
FieldActorEntry actor5
Definition wstag236.c:117
FieldActorEntry actor2
Definition wstag236.c:114
s16 script1201[]
Definition wstag236.c:41
FieldActorEntry * stageActors[]
Definition wstag236.c:118
FieldTalk actor1Talks[]
Definition wstag236.c:80
FieldTalk actor0Talks[]
Definition wstag236.c:76
FieldTalk actor4Talks[]
Definition wstag236.c:92
u16 actor4Conditions[]
Definition wstag236.c:106
FieldActorEntry actor4
Definition wstag236.c:116
u16 actor3Conditions[]
Definition wstag236.c:101
ActorImage stageImages[]
Definition wstag236.c:61
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag236.c:22
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag236.c:127
u16 actor5Conditions[]
Definition wstag236.c:111
FieldTalk actor3Talks[]
Definition wstag236.c:88
StageSlot stageSlots[]
Definition wstag236.c:143
u16 actor1Talk0Actions[]
Definition wstag236.c:75
FieldActorEntry actor1
Definition wstag236.c:113
#define STAGE_FILE
Definition wstag236.c:19
u16 actor2Conditions[]
Definition wstag236.c:100
#define STAGE_TEXT
Definition wstag236.c:17
FieldActorEntry actor3
Definition wstag236.c:115
FieldEvent stageEvents[]
Definition wstag236.c:155