Digimon World 3 decomp
The European version, SLES_039.36
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wstag290.c
Go to the documentation of this file.
1/*
2 * WSTAG290: Basement Stairs, Asuka City.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
13#define STAGE_FILE 0x29D
14#define STAGE_ARCHIVE 0x31F
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
17#define STAGE_FILE 0x2AC
18#define STAGE_ARCHIVE 0x32E
19#endif
20/* Sets the stage up: its map, actors and battles, playing BGM_0003 */
39
40AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
41AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
42AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
43AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
44AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
45AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
46AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
47AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
96 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
97 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
98 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
99 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
100 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
101 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
102 { 0x140, 0x100, 0x174, 0x1B9, 0xD0, 0xB9, 0x140, 0x1F1 },
103 { 0x180, 0x100, 0x18C, 0x100, 0x130, 0, 0x150, 0x1F1 },
104 { 0x180, 0x100, 0x194, 0x100, 0x150, 0, 0x170, 0x1F1 },
105};
122 { NULL, actor0Talk0Actions, 0xA9 },
123 { NULL, NULL, 0 },
124};
126 { NULL, actor1Talk0Actions, 0xA9 },
127 { NULL, NULL, 0 },
128};
130 { NULL, actor2Talk0Actions, 0xA9 },
131 { NULL, NULL, 0 },
132};
152 &actor0,
153 &actor1,
154 &actor2,
155 NULL,
156};
158 { 1, 0, 0x40, 2, 0x40, 2, 0, 5, 8, 0, 171, 28, 0, 0 },
159 { 1, 0, 0x40, 2, 0x40, 2, 0, 5, 8, 0, 549, 111, 0, 0 },
160 { 1, 0, 0x40, 2, 0x41, 2, 0, 5, 8, 0, 264, 45, 0, 0 },
161 { 1, 0, 0x40, 2, 0x41, 2, 0, 5, 8, 0, 361, 94, 0, 0 },
162 { 1, 0, 0x40, 2, 0x41, 2, 0, 5, 8, 0, 614, 108, 0, 0 },
163 { 1, 0, 0x40, 2, 0x41, 2, 0, 5, 8, 0, 699, 185, 0, 0 },
164 { 1, 0, 0x40, 2, 0x32, 2, 0, 0xD, 0x10, 0, 467, 144, 0, 0 },
165 { 1, 0, 0x40, 2, 0x33, 2, 0, 0xD, 0x10, 0, 467, 144, 0, 0 },
166 { 1, 0, 0x40, 2, 0x34, 2, 0, 0xD, 0x10, 0, 676, 280, 0, 0 },
167 { 1, 0, 0x40, 2, 0x35, 2, 0, 0xD, 0x10, 0, 676, 280, 0, 0 },
168 { 1, 0, 0x40, 2, 0x36, 2, 0, 8, 0x10, 0, 81, 194, 0, 0 },
169 { 1, 0, 0x40, 2, 0x37, 2, 0, 8, 0x10, 0, 81, 194, 0, 0 },
170 { 1, 0, 0x40, 2, 0x38, 2, 0, 8, 0x10, 0, 789, 254, 0, 0 },
171 { 1, 0, 0x40, 2, 0x39, 2, 0, 8, 0x10, 0, 789, 254, 0, 0 },
172 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 166, 188, 0, 0 },
173 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 262, 236, 0, 0 },
174 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 294, 252, 0, 0 },
175 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 326, 268, 0, 0 },
176 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 358, 284, 0, 0 },
177 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 390, 300, 0, 0 },
178 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 421, 316, 0, 0 },
179 { 1, 0, 0x40, 6, 0x3B, 2, 0, 3, 6, 0, 197, 203, 0, 0 },
180 { 1, 0, 0x40, 6, 0x3C, 2, 0, 3, 6, 0, 229, 217, 0, 0 },
181 { 1, 0, 0x40, 6, 0x3D, 2, 0, 3, 6, 0, 451, 328, 0, 0 },
182 { 1, 0, 0x40, 6, 0x3D, 2, 0, 3, 6, 0, 487, 328, 0, 0 },
183 { 1, 0, 0x40, 6, 0x3E, 2, 0, 3, 6, 0, 517, 321, 0, 0 },
184 { 1, 0, 0x40, 6, 0x3F, 2, 0, 3, 6, 0, 549, 305, 0, 0 },
185 { 1, 0x64, 0x40, 6, 5, 0, 0, 0, 0, 0, 81, 237, 0, 0 },
186 { 1, 0x65, 0x40, 6, 6, 0, 0, 0, 0, 0, 161, 70, 0, 0 },
187 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 114, 71, 123, 0 },
188 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 59, 239, 290, 0 },
189 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 572, 463, 490, 0 },
190 { 1, 0, 0x68, 4, 3, 0, 0, 0, 0, 0, 656, 281, 368, 0 },
191 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 209, 283, 336, 0 },
192 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
193};
195 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x214, 0x386, 0x34A, 3, 0x65, 0, 0 },
196 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x21A, 0x3A8, 0x13C, 3, 0x64, 0, 0 },
197 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x205, 0x368, 0x18C, 1, 0, 0, 0 },
198 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
199};
200void (*stageFuncs[])(void) = {
202};
#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 EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
Definition game_state.h:72
#define CODES_END
Definition game_state.h:83
#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_SEWERS
BGM_0003: the Admin Center's basement and the cities' sewers.
Definition sound.h:80
#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_ASUKA_BASEMENT_STAIRS_TROOPER_A_FOUGHT
wstag290 Asuka Basement Stairs (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; s...
Definition story.h:696
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
Definition story.h:90
#define FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_B_FOUGHT
wstag290 Asuka Basement Stairs (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; s...
Definition story.h:699
#define FLAG_ASUKA_BASEMENT_STAIRS_TROOPER_C_FOUGHT
wstag290 Asuka Basement Stairs (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; s...
Definition story.h:702
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
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 wstag290.c:138
u16 actor0Talk0Actions[]
Definition wstag290.c:106
AreaBattle area2Battle7
Definition wstag290.c:73
FieldActorEntry actor0
Definition wstag290.c:148
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag290.c:200
FieldTalk actor2Talks[]
Definition wstag290.c:129
AreaBattle area2Battle6
Definition wstag290.c:72
AreaBattle area1Battle6
Definition wstag290.c:59
AreaBattle area0Battle7
Definition wstag290.c:47
FieldActorEntry actor2
Definition wstag290.c:150
AreaBattle area3Battle4
Definition wstag290.c:83
AreaBattle area3Battle3
Definition wstag290.c:82
AreaBattle area0Battle1
Definition wstag290.c:41
AreaBattle area2Battle0
Definition wstag290.c:66
FieldActorEntry * stageActors[]
Definition wstag290.c:151
AreaBattle area1Battle2
Definition wstag290.c:55
AreaBattle area3Battle0
Definition wstag290.c:79
AreaBattle area0Battle6
Definition wstag290.c:46
FieldTalk actor1Talks[]
Definition wstag290.c:125
AreaBattle area3Battle2
Definition wstag290.c:81
FieldTalk actor0Talks[]
Definition wstag290.c:121
AreaBattle area3Battle1
Definition wstag290.c:80
#define STAGE_ARCHIVE
Definition wstag290.c:18
AreaBattle area0Battle3
Definition wstag290.c:43
u16 actor2Talk0Actions[]
Definition wstag290.c:116
AreaBattle area3Battle6
Definition wstag290.c:85
ActorImage stageImages[]
Definition wstag290.c:95
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0003.
Definition wstag290.c:21
AreaBattle area2Battle4
Definition wstag290.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag290.c:157
BattleList area3Battles
Definition wstag290.c:87
AreaBattle area3Battle5
Definition wstag290.c:84
AreaBattle area0Battle5
Definition wstag290.c:45
BattleList area1Battles
Definition wstag290.c:61
BattleList area2Battles
Definition wstag290.c:74
AreaBattle area1Battle4
Definition wstag290.c:57
AreaBattle area2Battle2
Definition wstag290.c:68
AreaBattle area1Battle5
Definition wstag290.c:58
StageSlot stageSlots[]
Definition wstag290.c:194
AreaBattle area2Battle1
Definition wstag290.c:67
u16 actor1Talk0Actions[]
Definition wstag290.c:111
AreaBattle area1Battle3
Definition wstag290.c:56
AreaBattle area1Battle0
Definition wstag290.c:53
FieldActorEntry actor1
Definition wstag290.c:149
AreaBattle area0Battle0
Definition wstag290.c:40
AreaBattle area0Battle2
Definition wstag290.c:42
#define STAGE_FILE
Definition wstag290.c:17
AreaBattle area2Battle5
Definition wstag290.c:71
AreaBattle area1Battle1
Definition wstag290.c:54
AreaBattle area2Battle3
Definition wstag290.c:69
u16 actor2Conditions[]
Definition wstag290.c:143
AreaBattle area0Battle4
Definition wstag290.c:44
#define STAGE_TEXT
Definition wstag290.c:16
AreaBattle area3Battle7
Definition wstag290.c:86
BattleList area0Battles
Definition wstag290.c:48
AreaBattle area1Battle7
Definition wstag290.c:60
FieldBattles stageBattles[]
Definition wstag290.c:92
u16 actor0Conditions[]
Definition wstag290.c:133