Digimon World 3 decomp
The European version, SLES_039.36
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wstag240.c
Go to the documentation of this file.
1/*
2 * WSTAG240: Asuka Inn 2F, Asuka 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_05)
13#define STAGE_FILE 0x197
14#define STAGE_ARCHIVE 0x2B3
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
17#define STAGE_FILE 0x1A5
18#define STAGE_ARCHIVE 0x2C2
19#endif
20/* Sets the stage up: its map and actors, playing SHOP1BGM */
38
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 },
55};
60 { NULL, NULL, 0x20 },
61 { NULL, NULL, 0 },
62};
64 { NULL, NULL, 0x21 },
65 { NULL, NULL, 0 },
66};
68 { NULL, NULL, 0x22 },
69 { NULL, NULL, 0 },
70};
72 { NULL, NULL, 0x42F },
73 { NULL, NULL, 0 },
74};
76 { NULL, NULL, 0x431 },
77 { NULL, NULL, 0 },
78};
80 { NULL, NULL, 0x433 },
81 { NULL, NULL, 0 },
82};
84 { NULL, NULL, 0x42C },
85 { NULL, NULL, 0 },
86};
88 { NULL, NULL, 0x42D },
89 { NULL, NULL, 0 },
90};
92 { NULL, NULL, 0x42E },
93 { NULL, NULL, 0 },
94};
96 { NULL, NULL, 0x430 },
97 { NULL, NULL, 0 },
98};
100 { NULL, NULL, 0x432 },
101 { NULL, NULL, 0 },
102};
104 { NULL, NULL, 0x23 },
105 { NULL, NULL, 0 },
106};
108 { NULL, NULL, 0x435 },
109 { NULL, NULL, 0 },
110};
117 { NULL, NULL, 0x434 },
118 { NULL, NULL, 0 },
119};
132FieldActorEntry actor0 = { NULL, actor0Talks, 0x28, 4, 135, 212, 7 };
133FieldActorEntry actor1 = { NULL, actor1Talks, 0x29, 5, 173, 155, 7 };
134FieldActorEntry actor2 = { NULL, actor2Talks, 0x2A, 6, 56, 193, 1 };
147FieldActorEntry actor15 = { NULL, NULL, 0xDD, 0xA, 184, 173, 7 };
148FieldActorEntry actor16 = { NULL, NULL, 0xDE, 0xB, 143, 240, 7 };
149FieldActorEntry actor17 = { NULL, NULL, 0xDF, 0xC, 64, 224, 7 };
151 &actor0,
152 &actor1,
153 &actor2,
154 &actor3,
155 &actor4,
156 &actor5,
157 &actor6,
158 &actor7,
159 &actor8,
160 &actor9,
161 &actor10,
162 &actor11,
163 &actor12,
164 &actor13,
165 &actor14,
166 &actor15,
167 &actor16,
168 &actor17,
169 NULL,
170};
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 },
179};
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 },
187};
188void (*stageFuncs[])(void) = {
190};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
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 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...
Definition game_state.h:80
#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 SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
Definition story.h:1917
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
Definition story.h:90
@ STORY_GENJI_BEATEN
WSTAG200, event 52: after the first battle, won against Tamer Genji (event 50), the Digimon Navi give...
Definition story.h:36
@ 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...
Definition story.h:67
@ STORY_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
Definition story.h:61
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ STORY_FAKE_BLUE_CARD
WSTAG410 (East Station), event 90: the Blue Card the player was given turns out to be a fake.
Definition story.h:42
#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 FLAG_ASUKA_INN_GUILMON_TALKED
wstag240 Asuka Inn 2F: Guilmon says his cousin has the Blue Card (gondola) and went to Seiryu City; a...
Definition story.h:1260
#define SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED
GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
Definition story.h:1908
#define SPECIAL_STORY_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF
GAME.progress is from STORY_SEIRYU_BADGE to STORY_ZANBAMON_DRIVEN_OFF (PROGRESS_RANGES[0xE])
Definition story.h:1905
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
Definition story.h:1914
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
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
FieldActorEntry actor0
Definition wstag240.c:132
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag240.c:188
FieldActorEntry actor6
Definition wstag240.c:138
u16 actor11Conditions[]
Definition wstag240.c:128
FieldTalk actor2Talks[]
Definition wstag240.c:67
u16 actor10Conditions[]
Definition wstag240.c:127
FieldActorEntry actor17
Definition wstag240.c:149
FieldTalk actor14Talks[]
Definition wstag240.c:116
FieldTalk actor5Talks[]
Definition wstag240.c:79
FieldActorEntry actor5
Definition wstag240.c:137
FieldActorEntry actor2
Definition wstag240.c:134
u16 actor9Conditions[]
Definition wstag240.c:126
FieldActorEntry * stageActors[]
Definition wstag240.c:150
FieldTalk actor1Talks[]
Definition wstag240.c:63
u16 actor13Conditions[]
Definition wstag240.c:130
u16 actor13Talk0Conditions[]
Definition wstag240.c:56
FieldTalk actor0Talks[]
Definition wstag240.c:59
#define STAGE_ARCHIVE
Definition wstag240.c:18
FieldActorEntry actor10
Definition wstag240.c:142
FieldTalk actor4Talks[]
Definition wstag240.c:75
u16 actor4Conditions[]
Definition wstag240.c:121
FieldActorEntry actor4
Definition wstag240.c:136
u16 actor3Conditions[]
Definition wstag240.c:120
FieldTalk actor11Talks[]
Definition wstag240.c:103
FieldActorEntry actor8
Definition wstag240.c:140
ActorImage stageImages[]
Definition wstag240.c:39
FieldTalk actor6Talks[]
Definition wstag240.c:83
void setupStage(void)
Sets the stage up: its map and actors, playing SHOP1BGM.
Definition wstag240.c:21
u16 actor13Talk0Actions[]
Definition wstag240.c:57
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag240.c:171
FieldActorEntry actor9
Definition wstag240.c:141
u16 actor8Conditions[]
Definition wstag240.c:125
u16 actor5Conditions[]
Definition wstag240.c:122
FieldTalk actor10Talks[]
Definition wstag240.c:99
FieldTalk actor3Talks[]
Definition wstag240.c:71
FieldTalk actor9Talks[]
Definition wstag240.c:95
FieldActorEntry actor15
Definition wstag240.c:147
FieldActorEntry actor12
Definition wstag240.c:144
FieldActorEntry actor16
Definition wstag240.c:148
u16 actor6Conditions[]
Definition wstag240.c:123
u16 actor14Conditions[]
Definition wstag240.c:131
FieldActorEntry actor7
Definition wstag240.c:139
StageSlot stageSlots[]
Definition wstag240.c:180
FieldActorEntry actor13
Definition wstag240.c:145
FieldActorEntry actor11
Definition wstag240.c:143
FieldActorEntry actor1
Definition wstag240.c:133
FieldTalk actor13Talks[]
Definition wstag240.c:111
#define STAGE_FILE
Definition wstag240.c:17
u16 actor7Conditions[]
Definition wstag240.c:124
u16 actor13Talk1Conditions[]
Definition wstag240.c:58
FieldTalk actor7Talks[]
Definition wstag240.c:87
#define STAGE_TEXT
Definition wstag240.c:16
FieldTalk actor8Talks[]
Definition wstag240.c:91
FieldTalk actor12Talks[]
Definition wstag240.c:107
FieldActorEntry actor3
Definition wstag240.c:135
FieldActorEntry actor14
Definition wstag240.c:146
u16 actor12Conditions[]
Definition wstag240.c:129