11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
13#define STAGE_FILE 0x197
14#define STAGE_ARCHIVE 0x2B3
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
17#define STAGE_FILE 0x1A5
18#define STAGE_ARCHIVE 0x2C2
40 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
41 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
42 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
43 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
44 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
45 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
46 { 0x140, 0x100, 0x140, 0x100, 0, 0, 0x160, 0x1FF },
47 { 0x140, 0x100, 0x14A, 0x100, 0x28, 0, 0x170, 0x1FF },
48 { 0x140, 0x100, 0x154, 0x100, 0x50, 0, 0x160, 0x1FE },
49 { 0x140, 0x100, 0x16C, 0x100, 0xB0, 0, 0x170, 0x1FE },
50 { 0x140, 0x100, 0x15C, 0x100, 0x70, 0, 0x140, 0x1FD },
51 { 0x140, 0x100, 0x164, 0x100, 0x90, 0, 0x150, 0x1FD },
52 { 0, 0, 0, 0, 0, 0, 0, 0 },
53 { 0, 0, 0, 0, 0, 0, 0, 0 },
54 { 0, 0, 0, 0, 0, 0, 0, 0 },
172 { 1, 0, 0x40, 2, 0, 2, 0, 1, 4, 0, 62, 115, 0, 0 },
173 { 1, 0, 0x40, 2, 0, 2, 0, 1, 4, 0, 124, 173, 0, 0 },
174 { 1, 0, 0x40, 2, 0, 2, 0, 1, 4, 0, 218, 227, 0, 0 },
175 { 1, 0, 0x40, 2, 0, 2, 0, 1, 4, 0, 242, 146, 0, 0 },
176 { 1, 0, 0x40, 2, 0, 2, 0, 1, 4, 0, 295, 210, 0, 0 },
177 { 1, 0, 0x40, 2, 1, 2, 0, 1, 4, 0, 227, 130, 0, 0 },
178 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
181 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x20A, 0xD8, 0x54, 1, 0, 0, 0 },
182 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 3, 0x100, 0xF6, 0, 0, 0, 0 },
183 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 3, 0xF0, 0xBF, 0, 0, 0, 0 },
184 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 4, 0x120, 0xF6, 0, 0, 0, 0 },
185 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 4, 0x12F, 0xAE, 0, 0, 0, 0 },
186 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
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,...
#define SLOT_EXIT
The kinds of StageSlot (type).
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
FieldState FIELDSTG_state
#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...
#define PROGRESS(n)
GAME.progress is n.
#define MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
@ STORY_GENJI_BEATEN
WSTAG200, event 52: after the first battle, won against Tamer Genji (event 50), the Digimon Navi give...
@ STORY_TEDDY_FOUND
WSTAG212, event 352: Teddy is found; MAGAMI is part of the A.o.A, and the player sets off to beat the...
@ STORY_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
@ STORY_FAKE_BLUE_CARD
WSTAG410 (East Station), event 90: the Blue Card the player was given turns out to be a fake.
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
#define FLAG_ASUKA_INN_GUILMON_TALKED
wstag240 Asuka Inn 2F: Guilmon says his cousin has the Blue Card (gondola) and went to Seiryu City; a...
#define SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED
GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
#define SPECIAL_STORY_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF
GAME.progress is from STORY_SEIRYU_BADGE to STORY_ZANBAMON_DRIVEN_OFF (PROGRESS_RANGES[0xE])
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
s32 soundBank
SOUND.loadBank's, or 0.
StageTile * objects
the map objects, up to the first margin 0
s32 imageFile
or an image archive file, or 0
Vec2 start
where the player starts
StageSlot * slots
up to the first type 0
ActorImage * actors
then the actors', from actors[2]
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
s32 startDir
and its direction
s32 textFile
the stage's text file, for the talks
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
FieldActorEntry * stageActors[]
u16 actor13Talk0Conditions[]
void setupStage(void)
Sets the stage up: its map and actors, playing SHOP1BGM.
u16 actor13Talk0Actions[]
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
u16 actor13Talk1Conditions[]