Digimon World 3 decomp
The European version, SLES_039.36
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wstag241.c
Go to the documentation of this file.
1/*
2 * WSTAG241: Amaterasu Inn 2F, Amaterasu City. On the Amaterasu server; its
3 * Asuka server twin is WSTAG240.
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 0x4DA
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
17#define STAGE_FILE 0x4EA
18#endif
19/* Sets the stage up: its map and actors, playing SHOP1BGM */
37
39 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
40 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
41 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
42 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
43 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
44 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
45 { 0x140, 0x100, 0x140, 0x100, 0, 0, 0x160, 0x1FF },
46 { 0x140, 0x100, 0x14A, 0x100, 0x28, 0, 0x170, 0x1FF },
47 { 0x140, 0x100, 0x154, 0x100, 0x50, 0, 0x160, 0x1FE },
48 { 0x140, 0x100, 0x15C, 0x100, 0x70, 0, 0x170, 0x1FE },
49 { 0x140, 0x100, 0x164, 0x100, 0x90, 0, 0x140, 0x1FD },
50 { 0, 0, 0, 0, 0, 0, 0, 0 },
51 { 0, 0, 0, 0, 0, 0, 0, 0 },
52 { 0, 0, 0, 0, 0, 0, 0, 0 },
53};
55 { NULL, NULL, 0x65 },
56 { NULL, NULL, 0 },
57};
59 { NULL, NULL, 0x66 },
60 { NULL, NULL, 0 },
61};
63 { NULL, NULL, 0x67 },
64 { NULL, NULL, 0 },
65};
67 { NULL, NULL, 0x63 },
68 { NULL, NULL, 0 },
69};
71 { NULL, NULL, 0x62 },
72 { NULL, NULL, 0 },
73};
75 { NULL, NULL, 0x64 },
76 { NULL, NULL, 0 },
77};
101FieldActorEntry actor6 = { actor6Conditions, NULL, 0xDD, 9, 184, 173, 7 };
102FieldActorEntry actor7 = { actor7Conditions, NULL, 0xDE, 0xA, 143, 240, 7 };
103FieldActorEntry actor8 = { actor8Conditions, NULL, 0xDF, 0xB, 64, 224, 7 };
105 &actor0,
106 &actor1,
107 &actor2,
108 &actor3,
109 &actor4,
110 &actor5,
111 &actor6,
112 &actor7,
113 &actor8,
114 NULL,
115};
117 { 1, 0, 0x40, 2, 0, 2, 0, 1, 4, 0, 62, 115, 0, 0 },
118 { 1, 0, 0x40, 2, 0, 2, 0, 1, 4, 0, 124, 173, 0, 0 },
119 { 1, 0, 0x40, 2, 0, 2, 0, 1, 4, 0, 218, 227, 0, 0 },
120 { 1, 0, 0x40, 2, 0, 2, 0, 1, 4, 0, 242, 146, 0, 0 },
121 { 1, 0, 0x40, 2, 0, 2, 0, 1, 4, 0, 295, 210, 0, 0 },
122 { 1, 0, 0x40, 2, 1, 2, 0, 1, 4, 0, 227, 130, 0, 0 },
123 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
124};
126 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x279, 0xD8, 0x54, 1, 0, 0, 0 },
127 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 3, 0x100, 0xF6, 0, 0, 0, 0 },
128 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 3, 0xF0, 0xBF, 0, 0, 0, 0 },
129 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x120, 0xF6, 0, 0, 0, 0 },
130 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x12F, 0xAE, 0, 0, 0, 0 },
131 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
132};
133void (*stageFuncs[])(void) = {
135};
#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 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
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
u16 actor1Conditions[]
Definition wstag241.c:79
FieldActorEntry actor0
Definition wstag241.c:95
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag241.c:133
FieldActorEntry actor6
Definition wstag241.c:101
FieldTalk actor2Talks[]
Definition wstag241.c:62
FieldTalk actor5Talks[]
Definition wstag241.c:74
FieldActorEntry actor5
Definition wstag241.c:100
FieldActorEntry actor2
Definition wstag241.c:97
FieldActorEntry * stageActors[]
Definition wstag241.c:104
FieldTalk actor1Talks[]
Definition wstag241.c:58
FieldTalk actor0Talks[]
Definition wstag241.c:54
FieldTalk actor4Talks[]
Definition wstag241.c:70
u16 actor4Conditions[]
Definition wstag241.c:86
FieldActorEntry actor4
Definition wstag241.c:99
u16 actor3Conditions[]
Definition wstag241.c:81
FieldActorEntry actor8
Definition wstag241.c:103
ActorImage stageImages[]
Definition wstag241.c:38
void setupStage(void)
Sets the stage up: its map and actors, playing SHOP1BGM.
Definition wstag241.c:20
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag241.c:116
u16 actor8Conditions[]
Definition wstag241.c:94
u16 actor5Conditions[]
Definition wstag241.c:91
FieldTalk actor3Talks[]
Definition wstag241.c:66
u16 actor6Conditions[]
Definition wstag241.c:92
FieldActorEntry actor7
Definition wstag241.c:102
StageSlot stageSlots[]
Definition wstag241.c:125
FieldActorEntry actor1
Definition wstag241.c:96
#define STAGE_FILE
Definition wstag241.c:17
u16 actor7Conditions[]
Definition wstag241.c:93
u16 actor2Conditions[]
Definition wstag241.c:80
#define STAGE_TEXT
Definition wstag241.c:16
FieldActorEntry actor3
Definition wstag241.c:98
u16 actor0Conditions[]
Definition wstag241.c:78