20 if (task !=
NULL &&
id == 0x335) {
32 switch (task->
state) {
55#define STAGE_CHILDREN_SIZE 0x8
58#if VERSION_US || VERSION_JP
59#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
60#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
61#define STAGE_FILE 0x536
63#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
64#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
65#define STAGE_FILE 0x546
268 { 5, 4 }, { 6, 4 }, { 7, 4 }, { 8, 4 },
269 { 9, 4 }, { 255, 0x3E7 },
272 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
273 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
274 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
275 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
276 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
277 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
278 { 0x140, 0x100, 0x176, 0x18C, 0xD8, 0x8C, 0x140, 0x1FB },
279 { 0, 0, 0, 0, 0, 0, 0, 0 },
280 { 0x180, 0x100, 0x19A, 0x100, 0x168, 0, 0x150, 0x1FB },
281 { 0x180, 0x100, 0x1A2, 0x100, 0x188, 0, 0x160, 0x1FB },
282 { 0, 0, 0, 0, 0, 0, 0, 0 },
283 { 0, 0, 0, 0, 0, 0, 0, 0 },
284 { 0x180, 0x100, 0x180, 0x114, 0x100, 0x14, 0x150, 0x1FA },
285 { 0, 0, 0, 0, 0, 0, 0, 0 },
286 { 0, 0, 0, 0, 0, 0, 0, 0 },
287 { 0, 0, 0, 0, 0, 0, 0, 0 },
288 { 0, 0, 0, 0, 0, 0, 0, 0 },
289 { 0x180, 0x100, 0x188, 0x116, 0x120, 0x16, 0x160, 0x1FA },
378 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x3B, 6, 0, 374, 136, 0, 0 },
379 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x45, 8, 0, 408, 105, 0, 0 },
380 { 1, 0, 0x40, 6, 0x46, 1, 0x46, 0x57, 8, 0, 418, 102, 0, 0 },
381 { 0, 1, 0x40, 6, 5, 0, 5, 0xA, 4, 0, 382, 196, 0, 0 },
382 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 453, 185, 199, 0 },
383 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 449, 190, 204, 0 },
384 { 1, 0, 0x58, 4, 2, 0, 0, 0, 0, 0, 351, 136, 218, 0 },
385 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 215, 302, 353, 0 },
386 { 1, 0, 0x48, 4, 4, 0, 0, 0, 0, 0, 144, 262, 322, 0 },
387 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
390 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x286, 0x398, 0xCC, 1, 0, 0, 0 },
391 { { {
SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA, 1 }, {
CODES_END, 0 } },
SLOT_EVENT, 0x3C6, 0, 0, 0, 0, 0, 0 },
392 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
void * createSoundTile(s32 arg)
Creates the updateSoundTile task with the id ARG.
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
GameState GAME
The save data, the game mode and the methods.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
#define SCRIPT_LOOK_AT(snap, x, y)
FIELDSTG_pointCamera.
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
#define SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
#define SLOT_EVENT
starts the event arg
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
#define SCRIPT_WAIT_BOX
until box 0 closes
#define SLOT_EXIT
The kinds of StageSlot (type).
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
#define SCRIPT_WAIT(frames)
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
FieldState FIELDSTG_state
#define PROGRESS(n)
GAME.progress is n.
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
#define MUSIC_ADMIN_CENTER
KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room.
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
#define SOUND_COMCD115
held until SOUND.keyOff
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
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 ...
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
#define SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
One frame of a sprite animation; frame 0xFF ends it (or loops it)
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
FieldEvent * events
up to the first id -1
s32 soundBank
SOUND.loadBank's, or 0.
StageTile * objects
the map objects, up to the first margin 0
s32 imageFile
or an image archive file, or 0
Vec2 start
where the player starts
StageSlot * slots
up to the first type 0
ActorImage * actors
then the actors', from actors[2]
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
s32 startDir
and its direction
s32 textFile
the stage's text file, for the talks
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
s32(* checkCondition)(u16 code, u16 value)
short(* playSound)(s32 id)
returns the voice of a key-on
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
The map object with animation 1, played once with a sound when the substate is set to 1 (frame 5 befo...
void(* setSubstate)(struct StageSoundTile *task, s32 substate)
s16 voice
what SOUND.playSound returned
The task a stage starts (startStage), updated by its updateStage.
void(* nextState)(struct StageTask *task)
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
void handleCommand851(StageSoundTile *task, s32 id)
Command 851 of the event scripts: told 0x335 in event 930, opens the secret door, with its sound.
FieldActorEntry * stageActors[]
AnimFrame updateSoundTileFrames[]
Defined below, after the code that uses them.
void setupStage(void)
Sets the stage up: its map, actors and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRE...
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)