Digimon World 3 decomp
The European version, SLES_039.36
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wstag276.c
Go to the documentation of this file.
1/*
2 * WSTAG276: Water Tunnel, Amaterasu City. On the Amaterasu server; its Asuka
3 * server twin is WSTAG275.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
9
12
13#if VERSION_US || VERSION_JP
14#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
15#define STAGE_FILE 0x51F
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
18#define STAGE_FILE 0x52F
19#endif
20/* 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 { 0x180, 0x100, 0x198, 0x128, 0x160, 0x28, 0x160, 0x1FD },
48 { 0x180, 0x100, 0x1A0, 0x128, 0x180, 0x28, 0x170, 0x1FD },
49};
51 { NULL, NULL, 0x8C },
52 { NULL, NULL, 0 },
53};
55 { NULL, NULL, 0x8B },
56 { NULL, NULL, 0 },
57};
59 { NULL, NULL, 0x8D },
60 { NULL, NULL, 0 },
61};
77 &actor0,
78 &actor1,
79 &actor2,
80 NULL,
81};
83 { 1, 0, 0x9F, 2, 0x37, 1, 0x37, 0x39, 6, 0, 450, 296, 0, 0 },
84 { 1, 0, 0xBE, 2, 0x3A, 1, 0x3A, 0x3C, 6, 0, 560, 270, 0, 0 },
85 { 1, 0, 0x8F, 2, 0x1D, 1, 0x1D, 0x31, 8, 0, 584, 352, 0, 0 },
86 { 1, 0, 0xB6, 2, 6, 1, 6, 0x1C, 8, 0, 471, 277, 0, 0 },
87 { 1, 0, 0xB6, 2, 6, 1, 6, 0x1C, 8, 0, 535, 294, 0, 0 },
88 { 1, 0, 0x40, 2, 0x53, 0, 0, 0, 0, 0, 90, 366, 0, 0 },
89 { 1, 0, 0x70, 2, 4, 0, 0, 0, 0, 0, 374, 310, 0, 0 },
90 { 1, 0, 0xD0, 2, 5, 0, 0, 0, 0, 0, 438, 232, 0, 0 },
91 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 609, 253, 0, 0 },
92 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 4, 0, 633, 246, 0, 0 },
93 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 4, 0, 640, 242, 0, 0 },
94 { 1, 0, 0x40, 6, 0x35, 2, 0, 1, 4, 0, 652, 281, 0, 0 },
95 { 1, 0, 0x9F, 6, 0x37, 1, 0x37, 0x39, 6, 0, 366, 170, 0, 0 },
96 { 1, 0, 0x67, 6, 0x3D, 1, 0x3D, 0x52, 8, 0, 507, 185, 0, 0 },
97 { 1, 0, 0xB6, 6, 6, 1, 6, 0x1C, 8, 0, 421, 106, 0, 0 },
98 { 1, 0x64, 0x40, 6, 2, 0, 0, 0, 0, 0, 91, 362, 0, 0 },
99 { 1, 0x65, 0x40, 6, 3, 0, 0, 0, 0, 0, 770, 115, 0, 0 },
100 { 1, 0, 0x40, 6, 0, 0, 0, 0, 0, 0, 403, 378, 0, 0 },
101 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
102};
104 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x282, 0x13A, 0x144, 3, 0x64, 0, 0 },
105 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27F, 0xE8, 0x1A2, 5, 0x65, 0, 0 },
106 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
107};
108void (*stageFuncs[])(void) = {
110};
#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_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,...
#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
#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
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 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 wstag276.c:67
FieldActorEntry actor0
Definition wstag276.c:73
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag276.c:108
FieldTalk actor2Talks[]
Definition wstag276.c:58
FieldActorEntry actor2
Definition wstag276.c:75
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag276.c:8
FieldActorEntry * stageActors[]
Definition wstag276.c:76
FieldTalk actor1Talks[]
Definition wstag276.c:54
FieldTalk actor0Talks[]
Definition wstag276.c:50
ActorImage stageImages[]
Definition wstag276.c:40
void setupStage(void)
Sets the stage up: its map and actors, playing the ambience ENV_0004.
Definition wstag276.c:21
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag276.c:82
StageSlot stageSlots[]
Definition wstag276.c:103
FieldActorEntry actor1
Definition wstag276.c:74
#define STAGE_FILE
Definition wstag276.c:18
u16 actor2Conditions[]
Definition wstag276.c:72
#define STAGE_TEXT
Definition wstag276.c:17
u16 actor0Conditions[]
Definition wstag276.c:62