Digimon World 3 decomp
The European version, SLES_039.36
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wstag291.c
Go to the documentation of this file.
1/*
2 * WSTAG291: Basement Stairs, Amaterasu City. On the Amaterasu server; its
3 * Asuka server twin is WSTAG290.
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 0x4ED
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
17#define STAGE_FILE 0x4FD
18#endif
19/* Sets the stage up: its map, actors and battles, playing BGM_0003 */
38
39AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
40AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
41AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
42AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
43AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
44AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
45AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
46AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
52AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
95 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
96 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
97 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
98 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
99 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
100 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
101 { 0x180, 0x100, 0x180, 0x100, 0x100, 0, 0x170, 0x1C5 },
102 { 0x180, 0x100, 0x188, 0x100, 0x120, 0, 0x170, 0x1C4 },
103 { 0x180, 0x100, 0x190, 0x100, 0x140, 0, 0x170, 0x1C3 },
104 { 0x180, 0x100, 0x190, 0x130, 0x140, 0x30, 0x170, 0x1C0 },
105 { 0x180, 0x100, 0x1A8, 0x148, 0x1A0, 0x48, 0x170, 0x1BF },
106 { 0x180, 0x100, 0x1B0, 0x148, 0x1C0, 0x48, 0x170, 0x1BE },
107 { 0x180, 0x100, 0x1B0, 0x100, 0x1C0, 0, 0x170, 0x1BC },
108 { 0x180, 0x100, 0x198, 0x128, 0x160, 0x28, 0x170, 0x1BB },
109 { 0x180, 0x100, 0x1A0, 0x128, 0x180, 0x28, 0x170, 0x1BA },
110};
127 { NULL, NULL, 0xA7 },
128 { NULL, NULL, 0 },
129};
131 { NULL, NULL, 0xA8 },
132 { NULL, NULL, 0 },
133};
135 { NULL, NULL, 0xA9 },
136 { NULL, NULL, 0 },
137};
139 { NULL, NULL, 0xAA },
140 { NULL, NULL, 0 },
141};
143 { NULL, NULL, 0xAB },
144 { NULL, NULL, 0 },
145};
147 { NULL, NULL, 0xAC },
148 { NULL, NULL, 0 },
149};
151 { NULL, actor6Talk0Actions, 0x1C0 },
152 { NULL, NULL, 0 },
153};
155 { NULL, actor7Talk0Actions, 0x1C2 },
156 { NULL, NULL, 0 },
157};
159 { NULL, actor8Talk0Actions, 0x1C1 },
160 { NULL, NULL, 0 },
161};
189FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x12B, 0xA, 419, 250, 1 };
190FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x12D, 0xB, 209, 353, 7 };
191FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x12F, 0xC, 544, 249, 7 };
193 &actor0,
194 &actor1,
195 &actor2,
196 &actor3,
197 &actor4,
198 &actor5,
199 &actor6,
200 &actor7,
201 &actor8,
202 NULL,
203};
205 { 1, 0, 0x40, 2, 0x40, 2, 0, 5, 8, 0, 171, 28, 0, 0 },
206 { 1, 0, 0x40, 2, 0x40, 2, 0, 5, 8, 0, 549, 111, 0, 0 },
207 { 1, 0, 0x40, 2, 0x41, 2, 0, 5, 8, 0, 264, 45, 0, 0 },
208 { 1, 0, 0x40, 2, 0x41, 2, 0, 5, 8, 0, 361, 94, 0, 0 },
209 { 1, 0, 0x40, 2, 0x41, 2, 0, 5, 8, 0, 614, 108, 0, 0 },
210 { 1, 0, 0x40, 2, 0x41, 2, 0, 5, 8, 0, 699, 185, 0, 0 },
211 { 1, 0, 0x40, 2, 0x32, 2, 0, 0xD, 0x10, 0, 467, 144, 0, 0 },
212 { 1, 0, 0x40, 2, 0x33, 2, 0, 0xD, 0x10, 0, 467, 144, 0, 0 },
213 { 1, 0, 0x40, 2, 0x34, 2, 0, 0xD, 0x10, 0, 676, 280, 0, 0 },
214 { 1, 0, 0x40, 2, 0x35, 2, 0, 0xD, 0x10, 0, 676, 280, 0, 0 },
215 { 1, 0, 0x40, 2, 0x36, 2, 0, 8, 0x10, 0, 81, 194, 0, 0 },
216 { 1, 0, 0x40, 2, 0x37, 2, 0, 8, 0x10, 0, 81, 194, 0, 0 },
217 { 1, 0, 0x40, 2, 0x38, 2, 0, 8, 0x10, 0, 789, 254, 0, 0 },
218 { 1, 0, 0x40, 2, 0x39, 2, 0, 8, 0x10, 0, 789, 254, 0, 0 },
219 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 166, 188, 0, 0 },
220 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 262, 236, 0, 0 },
221 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 294, 252, 0, 0 },
222 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 326, 268, 0, 0 },
223 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 358, 284, 0, 0 },
224 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 390, 300, 0, 0 },
225 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 6, 0, 421, 316, 0, 0 },
226 { 1, 0, 0x40, 6, 0x3B, 2, 0, 3, 6, 0, 197, 203, 0, 0 },
227 { 1, 0, 0x40, 6, 0x3C, 2, 0, 3, 6, 0, 229, 217, 0, 0 },
228 { 1, 0, 0x40, 6, 0x3D, 2, 0, 3, 6, 0, 451, 328, 0, 0 },
229 { 1, 0, 0x40, 6, 0x3D, 2, 0, 3, 6, 0, 487, 328, 0, 0 },
230 { 1, 0, 0x40, 6, 0x3E, 2, 0, 3, 6, 0, 517, 321, 0, 0 },
231 { 1, 0, 0x40, 6, 0x3F, 2, 0, 3, 6, 0, 549, 305, 0, 0 },
232 { 1, 0x64, 0x40, 6, 6, 0, 0, 0, 0, 0, 81, 237, 0, 0 },
233 { 1, 0x65, 0x40, 6, 5, 0, 0, 0, 0, 0, 161, 70, 0, 0 },
234 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 114, 71, 123, 0 },
235 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 59, 239, 290, 0 },
236 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 572, 463, 490, 0 },
237 { 1, 0, 0x68, 4, 3, 0, 0, 0, 0, 0, 656, 281, 368, 0 },
238 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 209, 283, 336, 0 },
239 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
240};
242 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x283, 0x386, 0x34A, 3, 0x65, 0, 0 },
243 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x289, 0x3A8, 0x13C, 3, 0x64, 0, 0 },
244 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x274, 0x368, 0x18C, 1, 0, 0, 0 },
245 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
246};
247void (*stageFuncs[])(void) = {
249};
#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,...
@ 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_BASEMENT_STAIRS_SOLDIER_A_FOUGHT
wstag291 Amaterasu Basement Stairs (from progress 0x25): an A.o.A Soldier (char 0x12B) starts a battl...
Definition story.h:757
#define FLAG_AMATERASU_BASEMENT_STAIRS_ATTACKER_A_FOUGHT
wstag291 Amaterasu Basement Stairs (from progress 0x25): an A.o.A Attacker (char 0x12D) starts a batt...
Definition story.h:764
#define FLAG_AMATERASU_BASEMENT_STAIRS_SOLDIER_B_FOUGHT
wstag291 Amaterasu Basement Stairs (from progress 0x25): an A.o.A Soldier (char 0x12F) starts a battl...
Definition story.h:760
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 wstag291.c:163
AreaBattle area2Battle7
Definition wstag291.c:72
u16 actor6Talk0Actions[]
Definition wstag291.c:111
FieldActorEntry actor0
Definition wstag291.c:183
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag291.c:247
FieldActorEntry actor6
Definition wstag291.c:189
FieldTalk actor2Talks[]
Definition wstag291.c:134
AreaBattle area2Battle6
Definition wstag291.c:71
FieldTalk actor5Talks[]
Definition wstag291.c:146
AreaBattle area1Battle6
Definition wstag291.c:58
FieldActorEntry actor5
Definition wstag291.c:188
AreaBattle area0Battle7
Definition wstag291.c:46
FieldActorEntry actor2
Definition wstag291.c:185
AreaBattle area3Battle4
Definition wstag291.c:82
AreaBattle area3Battle3
Definition wstag291.c:81
AreaBattle area0Battle1
Definition wstag291.c:40
AreaBattle area2Battle0
Definition wstag291.c:65
FieldActorEntry * stageActors[]
Definition wstag291.c:192
u16 actor7Talk0Actions[]
Definition wstag291.c:116
AreaBattle area1Battle2
Definition wstag291.c:54
AreaBattle area3Battle0
Definition wstag291.c:78
AreaBattle area0Battle6
Definition wstag291.c:45
FieldTalk actor1Talks[]
Definition wstag291.c:130
AreaBattle area3Battle2
Definition wstag291.c:80
FieldTalk actor0Talks[]
Definition wstag291.c:126
AreaBattle area3Battle1
Definition wstag291.c:79
AreaBattle area0Battle3
Definition wstag291.c:42
FieldTalk actor4Talks[]
Definition wstag291.c:142
u16 actor4Conditions[]
Definition wstag291.c:166
FieldActorEntry actor4
Definition wstag291.c:187
u16 actor3Conditions[]
Definition wstag291.c:165
AreaBattle area3Battle6
Definition wstag291.c:84
FieldActorEntry actor8
Definition wstag291.c:191
ActorImage stageImages[]
Definition wstag291.c:94
FieldTalk actor6Talks[]
Definition wstag291.c:150
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0003.
Definition wstag291.c:20
AreaBattle area2Battle4
Definition wstag291.c:69
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag291.c:204
u16 actor8Conditions[]
Definition wstag291.c:178
u16 actor5Conditions[]
Definition wstag291.c:167
FieldTalk actor3Talks[]
Definition wstag291.c:138
BattleList area3Battles
Definition wstag291.c:86
AreaBattle area3Battle5
Definition wstag291.c:83
AreaBattle area0Battle5
Definition wstag291.c:44
BattleList area1Battles
Definition wstag291.c:60
BattleList area2Battles
Definition wstag291.c:73
AreaBattle area1Battle4
Definition wstag291.c:56
u16 actor6Conditions[]
Definition wstag291.c:168
AreaBattle area2Battle2
Definition wstag291.c:67
AreaBattle area1Battle5
Definition wstag291.c:57
FieldActorEntry actor7
Definition wstag291.c:190
StageSlot stageSlots[]
Definition wstag291.c:241
AreaBattle area2Battle1
Definition wstag291.c:66
u16 actor8Talk0Actions[]
Definition wstag291.c:121
AreaBattle area1Battle3
Definition wstag291.c:55
AreaBattle area1Battle0
Definition wstag291.c:52
FieldActorEntry actor1
Definition wstag291.c:184
AreaBattle area0Battle0
Definition wstag291.c:39
AreaBattle area0Battle2
Definition wstag291.c:41
#define STAGE_FILE
Definition wstag291.c:17
AreaBattle area2Battle5
Definition wstag291.c:70
AreaBattle area1Battle1
Definition wstag291.c:53
u16 actor7Conditions[]
Definition wstag291.c:173
AreaBattle area2Battle3
Definition wstag291.c:68
u16 actor2Conditions[]
Definition wstag291.c:164
FieldTalk actor7Talks[]
Definition wstag291.c:154
AreaBattle area0Battle4
Definition wstag291.c:43
#define STAGE_TEXT
Definition wstag291.c:16
FieldTalk actor8Talks[]
Definition wstag291.c:158
AreaBattle area3Battle7
Definition wstag291.c:85
BattleList area0Battles
Definition wstag291.c:47
AreaBattle area1Battle7
Definition wstag291.c:59
FieldActorEntry actor3
Definition wstag291.c:186
FieldBattles stageBattles[]
Definition wstag291.c:91
u16 actor0Conditions[]
Definition wstag291.c:162