Digimon World 3 decomp
The European version, SLES_039.36
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wstag286.c
Go to the documentation of this file.
1/*
2 * WSTAG286: Admin Center 1F, Amaterasu City. On the Amaterasu server; its
3 * Asuka server twin is WSTAG285.
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 0x50F
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
17#define STAGE_FILE 0x51F
18#endif
19/*
20 * Sets the stage up: its map, actors and battles, playing KANRIBGM; BGM_0029
21 * instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
22 */
45
46AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
47AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
48AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
49AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
50AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
51AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
52AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
61AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
62AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
63AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
64AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
76AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
77AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
87AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
88AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
89AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
90AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
91AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
92AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
102 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
103 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
104 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
105 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
106 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
107 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
108 { 0x140, 0x100, 0x178, 0x100, 0xE0, 0, 0x160, 0x1FF },
109 { 0x140, 0x100, 0x170, 0x100, 0xC0, 0, 0x170, 0x1FF },
110 { 0x140, 0x100, 0x170, 0x130, 0xC0, 0x30, 0x160, 0x1FE },
111 { 0x140, 0x100, 0x172, 0x1D9, 0xC8, 0xD9, 0x170, 0x1FE },
112 { 0x180, 0x100, 0x1B6, 0x178, 0x1D8, 0x78, 0x150, 0x1FD },
113 { 0x140, 0x100, 0x172, 0x1B1, 0xC8, 0xB1, 0x160, 0x1FD },
114 { 0x180, 0x100, 0x1B2, 0x100, 0x1C8, 0, 0x170, 0x1FD },
115 { 0x180, 0x100, 0x1B2, 0x128, 0x1C8, 0x28, 0x150, 0x1FC },
116 { 0x180, 0x100, 0x1B6, 0x150, 0x1D8, 0x50, 0x160, 0x1FC },
117};
145 { NULL, actor0Talk0Actions, 0x16E },
146 { NULL, NULL, 0 },
147};
149 { NULL, NULL, 0xA3 },
150 { NULL, NULL, 0 },
151};
153 { NULL, NULL, 0xA5 },
154 { NULL, NULL, 0 },
155};
157 { NULL, NULL, 0xA4 },
158 { NULL, NULL, 0 },
159};
161 { NULL, NULL, 0xA6 },
162 { NULL, NULL, 0 },
163};
165 { NULL, actor5Talk0Actions, 0x1BC },
166 { NULL, NULL, 0 },
167};
169 { NULL, actor6Talk0Actions, 0x1BE },
170 { NULL, NULL, 0 },
171};
173 { NULL, actor7Talk0Actions, 0x1BF },
174 { NULL, NULL, 0 },
175};
177 { NULL, actor8Talk0Actions, 0x1BD },
178 { NULL, NULL, 0 },
179};
211FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x12D, 0xA, 371, 574, 3 };
212FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x12E, 0xB, 349, 586, 7 };
213FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x12F, 0xC, 438, 244, 1 };
215 &actor0,
216 &actor1,
217 &actor2,
218 &actor3,
219 &actor4,
220 &actor5,
221 &actor6,
222 &actor7,
223 &actor8,
224 NULL,
225};
227 { 1, 0, 0x40, 2, 0x36, 2, 0, 5, 8, 0, 437, 121, 0, 0 },
228 { 1, 0, 0x78, 2, 0x32, 2, 0, 1, 4, 0, 121, 400, 0, 0 },
229 { 1, 0, 0x40, 2, 0x34, 2, 0, 1, 4, 0, 104, 383, 0, 0 },
230 { 1, 0, 0x40, 2, 0x34, 2, 0, 1, 4, 0, 212, 501, 0, 0 },
231 { 1, 0, 0x40, 2, 0x34, 2, 0, 1, 4, 0, 264, 240, 0, 0 },
232 { 1, 0, 0x78, 6, 0x33, 2, 0, 1, 4, 0, 116, 230, 0, 0 },
233 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 4, 0, 104, 334, 0, 0 },
234 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 4, 0, 212, 215, 0, 0 },
235 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 4, 0, 263, 476, 0, 0 },
236 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 8, 0, 76, 291, 0, 0 },
237 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 8, 0, 152, 217, 0, 0 },
238 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 8, 0, 203, 161, 0, 0 },
239 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 8, 0, 284, 121, 0, 0 },
240 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 8, 0, 748, 208, 0, 0 },
241 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 269, 421, 0, 0 },
242 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 348, 461, 0, 0 },
243 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 429, 501, 0, 0 },
244 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 509, 540, 0, 0 },
245 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 517, 161, 0, 0 },
246 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 597, 201, 0, 0 },
247 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 653, 613, 0, 0 },
248 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 733, 653, 0, 0 },
249 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 813, 693, 0, 0 },
250 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 837, 193, 0, 0 },
251 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 893, 733, 0, 0 },
252 { 1, 0, 0x40, 6, 0x37, 2, 0, 5, 8, 0, 554, 542, 0, 0 },
253 { 1, 0x64, 0x40, 6, 0xD, 0, 0, 0, 0, 0, 384, 133, 0, 0 },
254 { 1, 0, 0x78, 4, 0x32, 2, 0, 1, 4, 0, 172, 373, 385, 0 },
255 { 1, 0, 0x40, 4, 0x34, 2, 0, 1, 4, 0, 156, 358, 385, 0 },
256 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 833, 737, 808, 0 },
257 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 850, 744, 800, 0 },
258 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 753, 706, 752, 0 },
259 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 672, 666, 712, 0 },
260 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 448, 554, 600, 0 },
261 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 368, 514, 560, 0 },
262 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 288, 474, 520, 0 },
263 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 174, 336, 385, 0 },
264 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 608, 250, 296, 0 },
265 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 528, 210, 256, 0 },
266 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 449, 161, 233, 0 },
267 { 1, 0, 0x40, 4, 0xB, 0, 0, 0, 0, 0, 466, 168, 224, 0 },
268 { 1, 0, 0x40, 4, 0xC, 0, 0, 0, 0, 0, 408, 135, 186, 0 },
269 { 1, 0, 0x78, 4, 0x33, 2, 0, 1, 4, 0, 167, 255, 385, 0 },
270 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
271};
273 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x286, 0x318, 0x1DC, 5, 0x64, 0, 0 },
274 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x273, 0x14A, 0xC4, 1, 0, 0, 0 },
275 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x284, 0xC8, 0x7C, 7, 0, 0, 0 },
276 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
277};
278void (*stageFuncs[])(void) = {
280};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
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 EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
Definition game_state.h:72
#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_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_ADMIN_CENTER
KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room.
Definition sound.h:79
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
Definition sound.h:105
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
Definition sound.h:70
#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_AMATERASU_ADMIN_1F_SOLDIER_A_FOUGHT
wstag286 Amaterasu Admin Center 1F (from progress 0x25): an A.o.A Soldier (char 0x12F) starts a battl...
Definition story.h:747
#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
#define FLAG_AMATERASU_ADMIN_1F_SOLDIER_B_FOUGHT
wstag286 Amaterasu Admin Center 1F (from progress 0x25): an A.o.A Soldier (char 0x12B) starts a battl...
Definition story.h:750
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
Definition story.h:133
#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_AMATERASU_ADMIN_1F_ATTACKER_A_FOUGHT
wstag286 Amaterasu Admin Center 1F (from progress 0x25): an A.o.A Attacker (char 0x12D) starts a batt...
Definition story.h:754
#define SPECIAL_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
#define FLAG_AMATERASU_ADMIN_1F_ULTRA_CHARGE_FOUND
wstag286: chest that gives the Ultra Charge, "I got" text; its conditions test it 0
Definition story.h:445
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
Definition field_map.h:402
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
Definition field_map.h:411
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
Definition field_map.h:422
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
FieldBattles * battles
Definition field_map.h:450
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
s32(* checkCondition)(u16 code, u16 value)
Definition game_state.h:53
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 wstag286.c:181
u16 actor0Talk0Actions[]
Definition wstag286.c:118
AreaBattle area2Battle7
Definition wstag286.c:79
u16 actor6Talk0Actions[]
Definition wstag286.c:129
FieldActorEntry actor0
Definition wstag286.c:205
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag286.c:278
FieldActorEntry actor6
Definition wstag286.c:211
FieldTalk actor2Talks[]
Definition wstag286.c:152
AreaBattle area2Battle6
Definition wstag286.c:78
FieldTalk actor5Talks[]
Definition wstag286.c:164
AreaBattle area1Battle6
Definition wstag286.c:65
FieldActorEntry actor5
Definition wstag286.c:210
AreaBattle area0Battle7
Definition wstag286.c:53
FieldActorEntry actor2
Definition wstag286.c:207
AreaBattle area3Battle4
Definition wstag286.c:89
AreaBattle area3Battle3
Definition wstag286.c:88
AreaBattle area0Battle1
Definition wstag286.c:47
AreaBattle area2Battle0
Definition wstag286.c:72
FieldActorEntry * stageActors[]
Definition wstag286.c:214
u16 actor7Talk0Actions[]
Definition wstag286.c:134
AreaBattle area1Battle2
Definition wstag286.c:61
AreaBattle area3Battle0
Definition wstag286.c:85
AreaBattle area0Battle6
Definition wstag286.c:52
FieldTalk actor1Talks[]
Definition wstag286.c:148
AreaBattle area3Battle2
Definition wstag286.c:87
FieldTalk actor0Talks[]
Definition wstag286.c:144
AreaBattle area3Battle1
Definition wstag286.c:86
AreaBattle area0Battle3
Definition wstag286.c:49
FieldTalk actor4Talks[]
Definition wstag286.c:160
u16 actor4Conditions[]
Definition wstag286.c:184
FieldActorEntry actor4
Definition wstag286.c:209
u16 actor3Conditions[]
Definition wstag286.c:183
AreaBattle area3Battle6
Definition wstag286.c:91
FieldActorEntry actor8
Definition wstag286.c:213
ActorImage stageImages[]
Definition wstag286.c:101
FieldTalk actor6Talks[]
Definition wstag286.c:168
void setupStage(void)
Sets the stage up: its map, actors and battles, playing KANRIBGM; BGM_0029 instead except at STORY_PR...
Definition wstag286.c:23
AreaBattle area2Battle4
Definition wstag286.c:76
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag286.c:226
u16 actor8Conditions[]
Definition wstag286.c:200
u16 actor5Conditions[]
Definition wstag286.c:185
FieldTalk actor3Talks[]
Definition wstag286.c:156
BattleList area3Battles
Definition wstag286.c:93
AreaBattle area3Battle5
Definition wstag286.c:90
AreaBattle area0Battle5
Definition wstag286.c:51
BattleList area1Battles
Definition wstag286.c:67
u16 actor5Talk0Actions[]
Definition wstag286.c:124
BattleList area2Battles
Definition wstag286.c:80
AreaBattle area1Battle4
Definition wstag286.c:63
u16 actor6Conditions[]
Definition wstag286.c:190
AreaBattle area2Battle2
Definition wstag286.c:74
AreaBattle area1Battle5
Definition wstag286.c:64
FieldActorEntry actor7
Definition wstag286.c:212
StageSlot stageSlots[]
Definition wstag286.c:272
AreaBattle area2Battle1
Definition wstag286.c:73
u16 actor8Talk0Actions[]
Definition wstag286.c:139
AreaBattle area1Battle3
Definition wstag286.c:62
AreaBattle area1Battle0
Definition wstag286.c:59
FieldActorEntry actor1
Definition wstag286.c:206
AreaBattle area0Battle0
Definition wstag286.c:46
AreaBattle area0Battle2
Definition wstag286.c:48
#define STAGE_FILE
Definition wstag286.c:17
AreaBattle area2Battle5
Definition wstag286.c:77
AreaBattle area1Battle1
Definition wstag286.c:60
u16 actor7Conditions[]
Definition wstag286.c:195
AreaBattle area2Battle3
Definition wstag286.c:75
u16 actor2Conditions[]
Definition wstag286.c:182
FieldTalk actor7Talks[]
Definition wstag286.c:172
AreaBattle area0Battle4
Definition wstag286.c:50
#define STAGE_TEXT
Definition wstag286.c:16
FieldTalk actor8Talks[]
Definition wstag286.c:176
AreaBattle area3Battle7
Definition wstag286.c:92
BattleList area0Battles
Definition wstag286.c:54
AreaBattle area1Battle7
Definition wstag286.c:66
FieldActorEntry actor3
Definition wstag286.c:208
FieldBattles stageBattles[]
Definition wstag286.c:98
u16 actor0Conditions[]
Definition wstag286.c:180