Digimon World 3 decomp
The European version, SLES_039.36
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wstag296.c
Go to the documentation of this file.
1/*
2 * WSTAG296: Prison Tower, Amaterasu City. On the Amaterasu server; its Asuka
3 * server twin is WSTAG295.
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 0x533
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
17#define STAGE_FILE 0x543
18#endif
19/* Sets the stage up: its map and actors, playing BGM_0029 */
37
39 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
40 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
41 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
42 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
43 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
44 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
45 { 0x140, 0x100, 0x140, 0x100, 0, 0, 0x170, 0x1FF },
46 { 0x140, 0x100, 0x148, 0x100, 0x20, 0, 0x170, 0x1FE },
47 { 0x140, 0x100, 0x150, 0x100, 0x40, 0, 0x170, 0x1FD },
48 { 0x140, 0x100, 0x158, 0x100, 0x60, 0, 0x170, 0x1FC },
49 { 0x140, 0x100, 0x160, 0x100, 0x80, 0, 0x140, 0x1FB },
50 { 0x140, 0x100, 0x168, 0x100, 0xA0, 0, 0x150, 0x1FB },
51};
58FieldActorEntry actor0 = { actor0Conditions, NULL, 0x45, 4, 210, 74, 5 };
59FieldActorEntry actor1 = { actor1Conditions, NULL, 0x46, 5, 178, 74, 7 };
60FieldActorEntry actor2 = { actor2Conditions, NULL, 0x9D, 6, 146, 97, 7 };
61FieldActorEntry actor3 = { actor3Conditions, NULL, 0x9E, 7, 210, 74, 5 };
62FieldActorEntry actor4 = { actor4Conditions, NULL, 0x9F, 8, 178, 74, 7 };
63FieldActorEntry actor5 = { actor5Conditions, NULL, 0x102, 9, 146, 97, 7 };
65 &actor0,
66 &actor1,
67 &actor2,
68 &actor3,
69 &actor4,
70 &actor5,
71 NULL,
72};
74 { 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 320, 53, 0, 0 },
75 { 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 384, 85, 0, 0 },
76 { 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 424, 104, 0, 0 },
77 { 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 455, 145, 0, 0 },
78 { 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 480, 180, 0, 0 },
79 { 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 528, 205, 0, 0 },
80 { 1, 0, 0x40, 2, 0x35, 2, 0, 3, 4, 0, 104, 68, 0, 0 },
81 { 1, 0, 0x40, 2, 0x35, 2, 0, 3, 4, 0, 140, 69, 0, 0 },
82 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 104, 131, 0, 0 },
83 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 198, 84, 0, 0 },
84 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 4, 0, 382, 161, 0, 0 },
85 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 403, 168, 0, 0 },
86 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
87};
89 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x274, 0x70, 0xE4, 7, 0, 0, 0 },
90 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
91};
92void (*stageFuncs[])(void) = {
94};
#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_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(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
#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
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
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
u16 actor1Conditions[]
Definition wstag296.c:53
FieldActorEntry actor0
Definition wstag296.c:58
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag296.c:92
FieldActorEntry actor5
Definition wstag296.c:63
FieldActorEntry actor2
Definition wstag296.c:60
FieldActorEntry * stageActors[]
Definition wstag296.c:64
u16 actor4Conditions[]
Definition wstag296.c:56
FieldActorEntry actor4
Definition wstag296.c:62
u16 actor3Conditions[]
Definition wstag296.c:55
ActorImage stageImages[]
Definition wstag296.c:38
void setupStage(void)
Sets the stage up: its map and actors, playing BGM_0029.
Definition wstag296.c:20
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag296.c:73
u16 actor5Conditions[]
Definition wstag296.c:57
StageSlot stageSlots[]
Definition wstag296.c:88
FieldActorEntry actor1
Definition wstag296.c:59
#define STAGE_FILE
Definition wstag296.c:17
u16 actor2Conditions[]
Definition wstag296.c:54
#define STAGE_TEXT
Definition wstag296.c:16
FieldActorEntry actor3
Definition wstag296.c:61
u16 actor0Conditions[]
Definition wstag296.c:52