Digimon World 3 decomp
The European version, SLES_039.36
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wstag238.c
Go to the documentation of this file.
1/*
2 * WSTAG238: Underground Path, Amaterasu City.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
13#define STAGE_FILE 0x4C2
14#elif VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
16#define STAGE_FILE 0x4D2
17#endif
18/* Sets the stage up: its map and actors, playing BGM_0029 */
35
37 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
38 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
39 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
40 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
41 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
42 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
43};
45 { 1, 0, 0x40, 2, 0x32, 2, 0, 1, 6, 0, 261, 137, 0, 0 },
46 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 53, 223, 0, 0 },
47 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 173, 179, 0, 0 },
48 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 325, 105, 0, 0 },
49 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 435, 83, 0, 0 },
50 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 523, 127, 0, 0 },
51 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 555, 239, 0, 0 },
52 { 1, 0x64, 0x40, 6, 1, 0, 0, 0, 0, 0, 286, 127, 0, 0 },
53 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 224, 144, 184, 0 },
54 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
55};
57 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x271, 0xF0, 0x108, 7, 0, 0, 0 },
58 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28A, 0x138, 0x64, 7, 0, 0, 0 },
59 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x279, 0xA7, 0x153, 3, 0x64, 0, 0 },
60 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x203, 0xC2, 0, 0, 0, 0 },
61 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x212, 0x128, 0, 0, 0, 0 },
62 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
63};
64void (*stageFuncs[])(void) = {
66};
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define SLOT_CLIMB_UP
Definition field_map.h:256
#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 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_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,...
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
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 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
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag238.c:64
ActorImage stageImages[]
Definition wstag238.c:36
void setupStage(void)
Sets the stage up: its map and actors, playing BGM_0029.
Definition wstag238.c:19
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag238.c:44
StageSlot stageSlots[]
Definition wstag238.c:56
#define STAGE_FILE
Definition wstag238.c:16
#define STAGE_TEXT
Definition wstag238.c:15