Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag251.c
Go to the documentation of this file.
1/*
2 * WSTAG251: Junk Shop, Amaterasu City. On the Amaterasu server; its Asuka
3 * server twin is WSTAG250.
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 0x4D4
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
17#define STAGE_FILE 0x4E4
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, 0x158, 0x1C8, 0x60, 0xC8, 0x140, 0x1FE },
46 { 0x180, 0x100, 0x180, 0x100, 0x100, 0, 0x150, 0x1FE },
47 { 0x140, 0x100, 0x178, 0x1D8, 0xE0, 0xD8, 0x160, 0x1FE },
48 { 0x180, 0x100, 0x18A, 0x100, 0x128, 0, 0x170, 0x1FE },
49 { 0x180, 0x100, 0x1A6, 0x100, 0x198, 0, 0x140, 0x1FD },
50 { 0x180, 0x100, 0x1AE, 0x100, 0x1B8, 0, 0x150, 0x1FD },
51};
52u16 actor0Talk0Actions[] = { 0x7A13, 1, CODES_END };
53u16 actor1Talk0Actions[] = { 0x7A12, 1, CODES_END };
55 { NULL, actor0Talk0Actions, 0x1A9 },
56 { NULL, NULL, 0 },
57};
59 { NULL, actor1Talk0Actions, 0x1AA },
60 { NULL, NULL, 0 },
61};
63 { NULL, NULL, 0x73 },
64 { NULL, NULL, 0 },
65};
67 { NULL, NULL, 0x75 },
68 { NULL, NULL, 0 },
69};
71 { NULL, NULL, 0x76 },
72 { NULL, NULL, 0 },
73};
75 { NULL, NULL, 0x74 },
76 { NULL, NULL, 0 },
77};
90FieldActorEntry actor0 = { NULL, actor0Talks, 0x16, 4, 451, 178, 7 };
91FieldActorEntry actor1 = { NULL, actor1Talks, 0x17, 5, 382, 331, 1 };
97 &actor0,
98 &actor1,
99 &actor2,
100 &actor3,
101 &actor4,
102 &actor5,
103 NULL,
104};
106 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x3D, 4, 0, 224, 268, 0, 0 },
107 { 1, 0, 0x40, 6, 0x4D, 1, 0x4D, 0x50, 8, 0, 73, 439, 0, 0 },
108 { 1, 0, 0x40, 6, 0x51, 1, 0x51, 0x60, 0xA, 0, 90, 278, 0, 0 },
109 { 1, 0, 0x40, 6, 0x51, 1, 0x51, 0x60, 0xA, 0, 133, 435, 0, 0 },
110 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x48, 0xA, 0, 67, 338, 0, 0 },
111 { 1, 0, 0x40, 6, 0, 0, 0, 0, 0, 0, 314, 248, 0, 0 },
112 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
113};
115 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27C, 0x150, 0x98, 7, 0, 0, 0 },
116 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27C, 0x60, 0x150, 7, 0, 0, 0 },
117 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
118};
119void (*stageFuncs[])(void) = {
121};
#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 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_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
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 actor0Talk0Actions[]
Definition wstag251.c:52
FieldActorEntry actor0
Definition wstag251.c:90
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag251.c:119
FieldTalk actor2Talks[]
Definition wstag251.c:62
FieldTalk actor5Talks[]
Definition wstag251.c:74
FieldActorEntry actor5
Definition wstag251.c:95
FieldActorEntry actor2
Definition wstag251.c:92
FieldActorEntry * stageActors[]
Definition wstag251.c:96
FieldTalk actor1Talks[]
Definition wstag251.c:58
FieldTalk actor0Talks[]
Definition wstag251.c:54
FieldTalk actor4Talks[]
Definition wstag251.c:70
u16 actor4Conditions[]
Definition wstag251.c:84
FieldActorEntry actor4
Definition wstag251.c:94
u16 actor3Conditions[]
Definition wstag251.c:83
ActorImage stageImages[]
Definition wstag251.c:38
void setupStage(void)
Sets the stage up: its map and actors, playing SHOP1BGM.
Definition wstag251.c:20
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag251.c:105
u16 actor5Conditions[]
Definition wstag251.c:85
FieldTalk actor3Talks[]
Definition wstag251.c:66
StageSlot stageSlots[]
Definition wstag251.c:114
u16 actor1Talk0Actions[]
Definition wstag251.c:53
FieldActorEntry actor1
Definition wstag251.c:91
#define STAGE_FILE
Definition wstag251.c:17
u16 actor2Conditions[]
Definition wstag251.c:78
#define STAGE_TEXT
Definition wstag251.c:16
FieldActorEntry actor3
Definition wstag251.c:93