Digimon World 3 decomp
The European version, SLES_039.36
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wstag275.c
Go to the documentation of this file.
1/*
2 * WSTAG275: Water Tunnel, Asuka City.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 };
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
14#define STAGE_FILE 0x1A3
15#define STAGE_ARCHIVE 0x2C9
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
18#define STAGE_FILE 0x1B1
19#define STAGE_ARCHIVE 0x2D8
20#endif
21/* Sets the stage up: its map and actors, playing the ambience ENV_0004 */
39
41 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
42 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
43 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
44 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
45 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
46 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
47};
49 { 1, 0, 0x9F, 2, 0x37, 1, 0x37, 0x39, 6, 0, 450, 296, 0, 0 },
50 { 1, 0, 0xBE, 2, 0x3A, 1, 0x3A, 0x3C, 6, 0, 560, 270, 0, 0 },
51 { 1, 0, 0x8F, 2, 0x1D, 1, 0x1D, 0x31, 8, 0, 584, 352, 0, 0 },
52 { 1, 0, 0xB6, 2, 6, 1, 6, 0x1C, 8, 0, 471, 277, 0, 0 },
53 { 1, 0, 0xB6, 2, 6, 1, 6, 0x1C, 8, 0, 535, 294, 0, 0 },
54 { 1, 0, 0x70, 2, 4, 0, 0, 0, 0, 0, 374, 310, 0, 0 },
55 { 1, 0, 0xD0, 2, 5, 0, 0, 0, 0, 0, 438, 232, 0, 0 },
56 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 609, 253, 0, 0 },
57 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 4, 0, 633, 246, 0, 0 },
58 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 4, 0, 640, 242, 0, 0 },
59 { 1, 0, 0x40, 6, 0x35, 2, 0, 1, 4, 0, 652, 281, 0, 0 },
60 { 1, 0, 0x9F, 6, 0x37, 1, 0x37, 0x39, 6, 0, 366, 170, 0, 0 },
61 { 1, 0, 0x67, 6, 0x3D, 1, 0x3D, 0x52, 8, 0, 507, 185, 0, 0 },
62 { 1, 0, 0xB6, 6, 6, 1, 6, 0x1C, 8, 0, 421, 106, 0, 0 },
63 { 1, 0x64, 0x40, 6, 2, 0, 0, 0, 0, 0, 91, 362, 0, 0 },
64 { 1, 0x65, 0x40, 6, 3, 0, 0, 0, 0, 0, 770, 115, 0, 0 },
65 { 1, 0, 0x90, 4, 0, 0, 0, 0, 0, 0, 0, 256, 410, 0 },
66 { 1, 0, 0xB0, 4, 1, 0, 0, 0, 0, 0, 768, 0, 165, 0 },
67 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
68};
70 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x213, 0x13A, 0x144, 3, 0x64, 0, 0 },
71 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x210, 0xE8, 0x1A2, 5, 0x65, 0, 0 },
72 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
73};
74void (*stageFuncs[])(void) = {
76};
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 MUSIC_WATER_TUNNEL
ENV_0004: the Water Tunnel.
Definition sound.h:120
#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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
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 wstag275.c:74
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag275.c:11
#define STAGE_ARCHIVE
Definition wstag275.c:19
ActorImage stageImages[]
Definition wstag275.c:40
void setupStage(void)
Sets the stage up: its map and actors, playing the ambience ENV_0004.
Definition wstag275.c:22
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag275.c:48
StageSlot stageSlots[]
Definition wstag275.c:69
#define STAGE_FILE
Definition wstag275.c:18
#define STAGE_TEXT
Definition wstag275.c:17