Digimon World 3 decomp
The European version, SLES_039.36
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wstag310.c File Reference

WSTAG310: A.o.A Headquarters, Asuka City. More...

Include dependency graph for wstag310.c:

Go to the source code of this file.

Macros

#define STAGE_CHILDREN_SIZE   0x18
 
#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_05)
 
#define EVENT_TEXT_FILE   (TEXT_EVENTS_300 - 1)
 
#define STAGE_FILE   0x343
 

Functions

StageEffect * createEffect (s32 x, s32 y, s32 frame)
 Creates one of the stage's effects (updateStageEffect) at (x, y) with its sprites' frames from FRAME.
 
void updateTileSix (StageTileSix *task)
 Animates the map objects with animations 5 to 10 by mode (0: hidden, 1 and 3: the first two once, then mode 2 or 0; 2, the first: the other four)
 
void handleCommand831 (StageTileSix *task, s32 id)
 Plays the first two map objects backwards (mode 3) for map 0x359.
 
void * createCommand831 (s32 id)
 Creates the task of the six map objects with id ID, in mode 2.
 
s32 stepTileAnimation2 (StageTileAnimFlag *obj, AnimFrame *frames, s32 once, s32 depth)
 stepTileAnimation (common/step_tile_animation.inc.c) for a StageTileAnimFlag: steps OBJ's animation through FRAMES and returns its frame, looping at the end or returning 0xFF if once
 
static void findTileSixW (StageTileSixW *task)
 Finds the map objects with animations 11 to 16 and starts the animations of the first four.
 
static void showLastFourTilesW (StageTileSixW *task, StageTile *tile, s32 i)
 Mode 2: hides the first two map objects and shows the other four, the third and fourth with their looping palettes and the last two still.
 
void updateTileSixW (StageTileSixW *task)
 Animates the map objects with animations 11 to 16 by mode (0: hidden, 1 and 3: the first two once, then mode 2 or 0; 2, the first: the other four)
 
void handleCommand832 (StageTileSixW *task, s32 id)
 Plays the first two map objects backwards (mode 3) for map 0x359.
 
void * createCommand832 (s32 id)
 Creates the task of the six map objects with id ID, in mode 2.
 
void * createTileSixW (void)
 Creates the second set of six map objects (updateTileSixW) without an id; nothing in the game calls it.
 
void updateStage (StageTask *task, void **children)
 Creates the stage tasks, the sprite effects and the event object of the story so far.
 
void drawEffect (StageEffect *task, void *arg, s32 idx)
 Draws sprite IDX of the effect while it plays (a draw callback)
 
void updateEffect (StageEffect *task)
 An effect that plays its animation once and ends.
 
StageEffect * createCommand852 (s32 id)
 Command 852 of the event scripts: the teleport effect at (0x26C, 0xFC) in event 681, with its sound.
 
s32 stepAnimation2 (AnimState *anim, AnimFrame *frames, s32 once, s32 depth)
 stepAnimation (common/step_animation.inc.c) under another name: steps ANIM through FRAMES and returns its frame, looping at the end or returning 0xFF if once
 
s32 isOnScreen2 (s32 x, s32 y, s32 w, s32 h)
 isOnScreen (common/is_on_screen.inc.c) under another name: whether the rectangle (x, y, w, h) is in the view of the map's layer
 
void updateStageEffect (StageEffect *task)
 An effect that plays its animation each time it is set to TASK_DONE.
 
void endEvent680 (void)
 After event 680, with Guard A, Guard B and Guard C: starts the stage's event battle 1, sets flag 0x0C13 and keeps it from playing again.
 
void endEvent681 (void)
 After event 681, with Game Master: starts the stage's event battle 0 and keeps it from playing again.
 
void endEvent682 (void)
 After event 682, with Game Master, Lisa, Teddy and Nick: lets events 683 of WSTAG305 and 685 of WSTAG210 start.
 
void endEvent961 (void)
 After event 961, with the player: moves the story on to STORY_ASUKA_HEADQUARTERS.
 
void setupStage (void)
 Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0002.
 

Variables

AnimFrame updateTileAnimsFrames0 []
 Defined below, after the code that uses them.
 
AnimFrame updateTileAnimsFrames1 []
 
AnimFrame updateTileAnimsFrames2 []
 
AnimFrame updateTileAnimsFrames3 []
 
AnimFrame updateEffectFrames1 []
 
AnimFrame updateEffectFrames0 []
 
StageEffectSpot updateStageSpots []
 
AnimFrame updateTileSixFrames3 []
 
AnimFrame updateTileSixFrames4 []
 
AnimFrame updateTileSixWFrames3 []
 
AnimFrame updateTileSixWFrames4 []
 
AnimFrame updateTileSixFrames0 []
 
AnimFrame updateTileSixFrames1 []
 
AnimFrame updateTileSixFrames2 []
 
AnimFrame updateTileSixWFrames0 []
 
AnimFrame updateTileSixWFrames1 []
 
AnimFrame updateTileSixWFrames2 []
 
s16 script680 []
 
s16 script681 []
 
s16 script682 []
 
s16 script961 []
 
AnimFrame effectClutFrames []
 
AnimFrame effectFrames []
 
AreaBattle area0Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area0Battles
 
AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area1Battles
 
AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area2Battles
 
AreaBattle area3Battle0 = { 10, 18, (0x60000000 | ( 0x23 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle1 = { 191, 18, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area3Battles
 
FieldBattles stageBattles []
 
ActorImage stageImages []
 
u16 actor0Conditions [] = { (0x6000 | ( STORY_PRESIDENT_ARRESTED )) , 1, 0xFFFF }
 
u16 actor1Conditions [] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }
 
u16 actor2Conditions [] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }
 
u16 actor3Conditions [] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }
 
u16 actor4Conditions [] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }
 
u16 actor5Conditions []
 
u16 actor6Conditions []
 
u16 actor7Conditions []
 
u16 actor8Conditions []
 
u16 actor9Conditions [] = { (0x6000 | ( STORY_PRESIDENT_ARRESTED )) , 1, 0xFFFF }
 
u16 actor10Conditions [] = { (0x6000 | ( STORY_PRESIDENT_ARRESTED )) , 1, 0xFFFF }
 
u16 actor11Conditions [] = { (0x6000 | ( STORY_PRESIDENT_ARRESTED )) , 1, 0xFFFF }
 
FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 1, 4, 0, 0, 1 }
 
FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 0xC, 5, 0, 0, 1 }
 
FieldActorEntry actor2 = { actor2Conditions, ((void *)0) , 0x65, 6, 0, 0, 1 }
 
FieldActorEntry actor3 = { actor3Conditions, ((void *)0) , 0x67, 7, 0, 0, 1 }
 
FieldActorEntry actor4 = { actor4Conditions, ((void *)0) , 0x6C, 8, 571, 235, 1 }
 
FieldActorEntry actor5 = { actor5Conditions, ((void *)0) , 0x6D, 9, 161, 441, 1 }
 
FieldActorEntry actor6 = { actor6Conditions, ((void *)0) , 0x6E, 0xA, 255, 489, 1 }
 
FieldActorEntry actor7 = { actor7Conditions, ((void *)0) , 0x77, 0xB, 235, 452, 1 }
 
FieldActorEntry actor8 = { actor8Conditions, ((void *)0) , 0x110, 0xC, 640, 265, 1 }
 
FieldActorEntry actor9 = { actor9Conditions, ((void *)0) , 0x110, 0xC, 0, 0, 1 }
 
FieldActorEntry actor10 = { actor10Conditions, ((void *)0) , 0x111, 0xD, 0, 0, 1 }
 
FieldActorEntry actor11 = { actor11Conditions, ((void *)0) , 0x112, 0xE, 0, 0, 1 }
 
FieldActorEntry * stageActors []
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
StageSlot stageSlots []
 
void(* stageFuncs [])(void)
 The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.
 
FieldEvent stageEvents []
 

Detailed Description

WSTAG310: A.o.A Headquarters, Asuka City.

Definition in file wstag310.c.

Macro Definition Documentation

◆ STAGE_CHILDREN_SIZE

#define STAGE_CHILDREN_SIZE   0x18

Definition at line 454 of file wstag310.c.

◆ STAGE_TEXT

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_05)

Definition at line 727 of file wstag310.c.

◆ EVENT_TEXT_FILE

#define EVENT_TEXT_FILE   (TEXT_EVENTS_300 - 1)

Definition at line 728 of file wstag310.c.

◆ STAGE_FILE

#define STAGE_FILE   0x343

Definition at line 729 of file wstag310.c.

Function Documentation

◆ createEffect()

StageEffect * createEffect ( s32  x,
s32  y,
s32  frame 
)

Creates one of the stage's effects (updateStageEffect) at (x, y) with its sprites' frames from FRAME.

Definition at line 681 of file wstag310.c.

Referenced by updateStage().

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◆ updateTileSix()

void updateTileSix ( StageTileSix *  task)

Animates the map objects with animations 5 to 10 by mode (0: hidden, 1 and 3: the first two once, then mode 2 or 0; 2, the first: the other four)

Definition at line 38 of file wstag310.c.

Referenced by createCommand831().

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◆ handleCommand831()

void handleCommand831 ( StageTileSix *  task,
s32  id 
)

Plays the first two map objects backwards (mode 3) for map 0x359.

Definition at line 146 of file wstag310.c.

◆ createCommand831()

void * createCommand831 ( s32  id)

Creates the task of the six map objects with id ID, in mode 2.

Definition at line 157 of file wstag310.c.

Referenced by updateStage().

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◆ stepTileAnimation2()

s32 stepTileAnimation2 ( StageTileAnimFlag *  obj,
AnimFrame *  frames,
s32  once,
s32  depth 
)

stepTileAnimation (common/step_tile_animation.inc.c) for a StageTileAnimFlag: steps OBJ's animation through FRAMES and returns its frame, looping at the end or returning 0xFF if once

Definition at line 171 of file wstag310.c.

Referenced by showLastFourTilesW(), showLastFourTilesW(), stepTileAnimation2(), updateTileDuo(), updateTileSixW(), and updateTileSixW().

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◆ findTileSixW()

static void findTileSixW ( StageTileSixW *  task)
inlinestatic

Finds the map objects with animations 11 to 16 and starts the animations of the first four.

Definition at line 203 of file wstag310.c.

Referenced by updateTileSixW().

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◆ showLastFourTilesW()

static void showLastFourTilesW ( StageTileSixW *  task,
StageTile *  tile,
s32  i 
)
inlinestatic

Mode 2: hides the first two map objects and shows the other four, the third and fourth with their looping palettes and the last two still.

Definition at line 248 of file wstag310.c.

Referenced by updateTileSixW().

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◆ updateTileSixW()

void updateTileSixW ( StageTileSixW *  task)

Animates the map objects with animations 11 to 16 by mode (0: hidden, 1 and 3: the first two once, then mode 2 or 0; 2, the first: the other four)

Definition at line 278 of file wstag310.c.

Referenced by createCommand832(), and createTileSixW().

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◆ handleCommand832()

void handleCommand832 ( StageTileSixW *  task,
s32  id 
)

Plays the first two map objects backwards (mode 3) for map 0x359.

Definition at line 386 of file wstag310.c.

◆ createCommand832()

void * createCommand832 ( s32  id)

Creates the task of the six map objects with id ID, in mode 2.

Definition at line 397 of file wstag310.c.

Referenced by updateStage().

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◆ createTileSixW()

void * createTileSixW ( void  )

Creates the second set of six map objects (updateTileSixW) without an id; nothing in the game calls it.

Definition at line 408 of file wstag310.c.

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◆ updateStage()

void updateStage ( StageTask *  task,
void **  children 
)

Creates the stage tasks, the sprite effects and the event object of the story so far.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 413 of file wstag310.c.

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◆ drawEffect()

void drawEffect ( StageEffect *  task,
void *  arg,
s32  idx 
)

Draws sprite IDX of the effect while it plays (a draw callback)

Definition at line 459 of file wstag310.c.

Referenced by updateEffect().

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◆ updateEffect()

void updateEffect ( StageEffect *  task)

An effect that plays its animation once and ends.

< the map, its objects and characters, and the menus

Definition at line 488 of file wstag310.c.

Referenced by createCommand852().

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◆ createCommand852()

StageEffect * createCommand852 ( s32  id)

Command 852 of the event scripts: the teleport effect at (0x26C, 0xFC) in event 681, with its sound.

< TELEPORT

Definition at line 548 of file wstag310.c.

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◆ stepAnimation2()

s32 stepAnimation2 ( AnimState *  anim,
AnimFrame *  frames,
s32  once,
s32  depth 
)

stepAnimation (common/step_animation.inc.c) under another name: steps ANIM through FRAMES and returns its frame, looping at the end or returning 0xFF if once

Definition at line 563 of file wstag310.c.

Referenced by stepAnimation2(), and updateStageEffect().

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◆ isOnScreen2()

s32 isOnScreen2 ( s32  x,
s32  y,
s32  w,
s32  h 
)

isOnScreen (common/is_on_screen.inc.c) under another name: whether the rectangle (x, y, w, h) is in the view of the map's layer

< the map, its objects and characters, and the menus

Definition at line 597 of file wstag310.c.

Referenced by updateStageEffect().

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◆ updateStageEffect()

void updateStageEffect ( StageEffect *  task)

An effect that plays its animation each time it is set to TASK_DONE.

< the map, its objects and characters, and the menus

Definition at line 615 of file wstag310.c.

Referenced by createCommand838(), createEffect(), createStageEffect(), and createStageEffectWithId().

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◆ endEvent680()

void endEvent680 ( void  )

After event 680, with Guard A, Guard B and Guard C: starts the stage's event battle 1, sets flag 0x0C13 and keeps it from playing again.

< 0xC 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< action: FIELDSTG_battleFuncs.startEventBattle

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 694 of file wstag310.c.

◆ endEvent681()

void endEvent681 ( void  )

After event 681, with Game Master: starts the stage's event battle 0 and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< action: FIELDSTG_battleFuncs.startEventBattle

Definition at line 704 of file wstag310.c.

◆ endEvent682()

void endEvent682 ( void  )

After event 682, with Game Master, Lisa, Teddy and Nick: lets events 683 of WSTAG305 and 685 of WSTAG210 start.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 713 of file wstag310.c.

◆ endEvent961()

void endEvent961 ( void  )

After event 961, with the player: moves the story on to STORY_ASUKA_HEADQUARTERS.

Definition at line 718 of file wstag310.c.

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0002.

Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

< ENV_0002: the A.o.A Headquarters

< ENV_0002: the A.o.A Headquarters

< a cell's value: a direction (3 bits) and a StageSlot (5)

Definition at line 732 of file wstag310.c.

Variable Documentation

◆ updateTileAnimsFrames0

AnimFrame updateTileAnimsFrames0[]
Initial value:
= {
{ 51, 8 }, { 52, 8 }, { 53, 8 }, { 54, 8 },
{ 55, 8 }, { 56, 8 }, { 57, 8 }, { 75, 40 },
{ 255, 0 },
}

Defined below, after the code that uses them.

Definition at line 1053 of file wstag310.c.

◆ updateTileAnimsFrames1

AnimFrame updateTileAnimsFrames1[]
Initial value:
= {
{ 58, 8 }, { 59, 8 }, { 60, 8 }, { 61, 8 },
{ 62, 8 }, { 63, 8 }, { 75, 40 }, { 255, 0 },
}

Definition at line 1058 of file wstag310.c.

◆ updateTileAnimsFrames2

AnimFrame updateTileAnimsFrames2[]
Initial value:
= {
{ 64, 8 }, { 65, 8 }, { 66, 8 }, { 67, 8 },
{ 68, 8 }, { 75, 40 }, { 255, 0 },
}

Definition at line 1062 of file wstag310.c.

◆ updateTileAnimsFrames3

AnimFrame updateTileAnimsFrames3[]
Initial value:
= {
{ 69, 8 }, { 70, 8 }, { 71, 8 }, { 72, 8 },
{ 73, 8 }, { 74, 8 }, { 75, 40 }, { 255, 0 },
}

Definition at line 1066 of file wstag310.c.

◆ updateEffectFrames1

AnimFrame updateEffectFrames1
Initial value:
= {
{ 0, 6 }, { 1, 6 }, { 2, 68 }, { 1, 4 },
{ 0, 4 }, { 255, 0 },
}

Definition at line 1134 of file wstag310.c.

Referenced by updateEffect().

◆ updateEffectFrames0

AnimFrame updateEffectFrames0
Initial value:
= {
{ 0x12C, 18 }, { 1, 6 }, { 2, 6 }, { 3, 6 },
{ 4, 6 }, { 5, 4 }, { 6, 4 }, { 7, 4 },
{ 5, 4 }, { 6, 4 }, { 7, 4 }, { 5, 4 },
{ 6, 4 }, { 7, 4 }, { 5, 4 }, { 6, 4 },
{ 7, 4 }, { 4, 4 }, { 3, 4 }, { 2, 4 },
{ 1, 4 }, { 255, 0x3E7 },
}

Definition at line 1138 of file wstag310.c.

Referenced by updateEffect().

◆ updateStageSpots

StageEffectSpot updateStageSpots[]
Initial value:
= {
{ 20, 0, 492, 188 },
{ 20, 0, 620, 252 },
}

Definition at line 1130 of file wstag310.c.

Referenced by updateStage().

◆ updateTileSixFrames3

AnimFrame updateTileSixFrames3[]
Initial value:
= {
{ 0, 12 }, { 1, 12 }, { 2, 12 }, { 3, 12 },
{ 4, 12 }, { 5, 12 }, { 6, 12 }, { 7, 12 },
{ 8, 12 }, { 9, 12 }, { 10, 12 }, { 11, 12 },
{ 12, 12 }, { 13, 12 }, { 255, 0 }, { 16, 4 },
{ 15, 4 }, { 14, 4 }, { 13, 4 }, { 12, 4 },
{ 11, 4 }, { 10, 4 }, { 9, 4 }, { 8, 4 },
{ 7, 4 }, { 6, 4 }, { 5, 4 }, { 255, 0x3E7 },
}

Definition at line 1085 of file wstag310.c.

Referenced by handleCommand831().

◆ updateTileSixFrames4

AnimFrame updateTileSixFrames4[]
Initial value:
= {
{ 39, 4 }, { 38, 4 }, { 37, 4 }, { 36, 4 },
{ 35, 4 }, { 34, 4 }, { 33, 4 }, { 32, 4 },
{ 31, 4 }, { 30, 4 }, { 29, 4 }, { 28, 4 },
{ 255, 0x3E7 },
}

Definition at line 1094 of file wstag310.c.

Referenced by handleCommand831(), and updateTileSix().

◆ updateTileSixWFrames3

AnimFrame updateTileSixWFrames3[]
Initial value:
= {
{ 0, 12 }, { 1, 12 }, { 2, 12 }, { 3, 12 },
{ 4, 12 }, { 5, 12 }, { 6, 12 }, { 7, 12 },
{ 8, 12 }, { 9, 12 }, { 10, 12 }, { 255, 0 },
{ 87, 4 }, { 86, 4 }, { 85, 4 }, { 84, 4 },
{ 83, 4 }, { 82, 4 }, { 81, 4 }, { 80, 4 },
{ 79, 4 }, { 78, 4 }, { 77, 4 }, { 76, 4 },
{ 255, 0x3E7 },
}

Definition at line 1115 of file wstag310.c.

Referenced by findTileSixW(), handleCommand832(), and showLastFourTilesW().

◆ updateTileSixWFrames4

AnimFrame updateTileSixWFrames4[]
Initial value:
= {
{ 99, 4 }, { 98, 4 }, { 97, 4 }, { 96, 4 },
{ 95, 4 }, { 94, 4 }, { 93, 4 }, { 92, 4 },
{ 91, 4 }, { 90, 4 }, { 89, 4 }, { 88, 4 },
{ 255, 0x3E7 },
}

Definition at line 1124 of file wstag310.c.

Referenced by handleCommand832(), and updateTileSixW().

◆ updateTileSixFrames0

AnimFrame updateTileSixFrames0[]
Initial value:
= {
{ 5, 4 }, { 6, 4 }, { 7, 4 }, { 8, 4 },
{ 9, 4 }, { 10, 4 }, { 11, 4 }, { 12, 4 },
{ 13, 4 }, { 14, 4 }, { 15, 4 }, { 16, 4 },
{ 255, 0x3E7 },
}

Definition at line 1070 of file wstag310.c.

Referenced by updateTileSix().

◆ updateTileSixFrames1

AnimFrame updateTileSixFrames1[]
Initial value:
= {
{ 28, 4 }, { 29, 4 }, { 30, 4 }, { 31, 4 },
{ 32, 4 }, { 33, 4 }, { 34, 4 }, { 35, 4 },
{ 36, 4 }, { 37, 4 }, { 38, 4 }, { 39, 4 },
{ 255, 0x3E7 },
}

Definition at line 1076 of file wstag310.c.

Referenced by updateTileSix().

◆ updateTileSixFrames2

AnimFrame updateTileSixFrames2[]
Initial value:
= {
{ 0, 4 }, { 1, 4 }, { 255, 0 },
}

Definition at line 1082 of file wstag310.c.

◆ updateTileSixWFrames0

AnimFrame updateTileSixWFrames0[]
Initial value:
= {
{ 76, 4 }, { 77, 4 }, { 78, 4 }, { 79, 4 },
{ 80, 4 }, { 81, 4 }, { 82, 4 }, { 83, 4 },
{ 84, 4 }, { 85, 4 }, { 86, 4 }, { 87, 4 },
{ 255, 0x3E7 },
}

Definition at line 1100 of file wstag310.c.

Referenced by findTileSixW(), and updateTileSixW().

◆ updateTileSixWFrames1

AnimFrame updateTileSixWFrames1[]
Initial value:
= {
{ 88, 4 }, { 89, 4 }, { 90, 4 }, { 91, 4 },
{ 92, 4 }, { 93, 4 }, { 94, 4 }, { 95, 4 },
{ 96, 4 }, { 97, 4 }, { 98, 4 }, { 99, 4 },
{ 255, 0x3E7 },
}

Definition at line 1106 of file wstag310.c.

Referenced by findTileSixW(), and updateTileSixW().

◆ updateTileSixWFrames2

AnimFrame updateTileSixWFrames2[]
Initial value:
= {
{ 0, 4 }, { 1, 4 }, { 255, 0 },
}

Definition at line 1112 of file wstag310.c.

Referenced by findTileSixW(), and showLastFourTilesW().

◆ script680

s16 script680[]

Definition at line 752 of file wstag310.c.

◆ script681

s16 script681[]

Definition at line 817 of file wstag310.c.

◆ script682

s16 script682[]

Definition at line 889 of file wstag310.c.

◆ script961

s16 script961[]

Definition at line 971 of file wstag310.c.

◆ effectClutFrames

AnimFrame effectClutFrames[]
Initial value:
= {
{ 0, 6 }, { 1, 6 }, { 2, 68 }, { 1, 4 },
{ 0, 4 }, { 255, 0 },
}

Definition at line 1146 of file wstag310.c.

Referenced by updateStageEffect().

◆ effectFrames

AnimFrame effectFrames[]
Initial value:
= {
{ 0x12C, 18 }, { 1, 6 }, { 2, 6 }, { 3, 6 },
{ 4, 6 }, { 5, 4 }, { 6, 4 }, { 7, 4 },
{ 5, 4 }, { 6, 4 }, { 7, 4 }, { 5, 4 },
{ 6, 4 }, { 7, 4 }, { 5, 4 }, { 6, 4 },
{ 7, 4 }, { 4, 4 }, { 3, 4 }, { 2, 4 },
{ 1, 4 }, { 255, 0x3E7 },
}

Definition at line 1150 of file wstag310.c.

Referenced by updateStageEffect().

◆ area0Battle0

AreaBattle area0Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1158 of file wstag310.c.

◆ area0Battle1

AreaBattle area0Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1159 of file wstag310.c.

◆ area0Battle2

AreaBattle area0Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1160 of file wstag310.c.

◆ area0Battle3

AreaBattle area0Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1161 of file wstag310.c.

◆ area0Battle4

AreaBattle area0Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1162 of file wstag310.c.

◆ area0Battle5

AreaBattle area0Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1163 of file wstag310.c.

◆ area0Battle6

AreaBattle area0Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1164 of file wstag310.c.

◆ area0Battle7

AreaBattle area0Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1165 of file wstag310.c.

◆ area0Battles

BattleList area0Battles
Initial value:
= {
0,
}
AreaBattle area0Battle7
Definition wstag310.c:1165
AreaBattle area0Battle1
Definition wstag310.c:1159
AreaBattle area0Battle6
Definition wstag310.c:1164
AreaBattle area0Battle3
Definition wstag310.c:1161
AreaBattle area0Battle5
Definition wstag310.c:1163
AreaBattle area0Battle0
Definition wstag310.c:1158
AreaBattle area0Battle2
Definition wstag310.c:1160
AreaBattle area0Battle4
Definition wstag310.c:1162

Definition at line 1166 of file wstag310.c.

◆ area1Battle0

AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1171 of file wstag310.c.

◆ area1Battle1

AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1172 of file wstag310.c.

◆ area1Battle2

AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1173 of file wstag310.c.

◆ area1Battle3

AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1174 of file wstag310.c.

◆ area1Battle4

AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1175 of file wstag310.c.

◆ area1Battle5

AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1176 of file wstag310.c.

◆ area1Battle6

AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1177 of file wstag310.c.

◆ area1Battle7

AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1178 of file wstag310.c.

◆ area1Battles

BattleList area1Battles
Initial value:
= {
0,
}
AreaBattle area1Battle6
Definition wstag310.c:1177
AreaBattle area1Battle2
Definition wstag310.c:1173
AreaBattle area1Battle4
Definition wstag310.c:1175
AreaBattle area1Battle5
Definition wstag310.c:1176
AreaBattle area1Battle3
Definition wstag310.c:1174
AreaBattle area1Battle0
Definition wstag310.c:1171
AreaBattle area1Battle1
Definition wstag310.c:1172
AreaBattle area1Battle7
Definition wstag310.c:1178

Definition at line 1179 of file wstag310.c.

◆ area2Battle0

AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1184 of file wstag310.c.

◆ area2Battle1

AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1185 of file wstag310.c.

◆ area2Battle2

AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1186 of file wstag310.c.

◆ area2Battle3

AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1187 of file wstag310.c.

◆ area2Battle4

AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1188 of file wstag310.c.

◆ area2Battle5

AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1189 of file wstag310.c.

◆ area2Battle6

AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1190 of file wstag310.c.

◆ area2Battle7

AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1191 of file wstag310.c.

◆ area2Battles

BattleList area2Battles
Initial value:
= {
0,
}
AreaBattle area2Battle7
Definition wstag310.c:1191
AreaBattle area2Battle6
Definition wstag310.c:1190
AreaBattle area2Battle0
Definition wstag310.c:1184
AreaBattle area2Battle4
Definition wstag310.c:1188
AreaBattle area2Battle2
Definition wstag310.c:1186
AreaBattle area2Battle1
Definition wstag310.c:1185
AreaBattle area2Battle5
Definition wstag310.c:1189
AreaBattle area2Battle3
Definition wstag310.c:1187

Definition at line 1192 of file wstag310.c.

◆ area3Battle0

AreaBattle area3Battle0 = { 10, 18, (0x60000000 | ( 0x23 ) << 18 | ( 0 )) }

Definition at line 1197 of file wstag310.c.

◆ area3Battle1

AreaBattle area3Battle1 = { 191, 18, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 1198 of file wstag310.c.

◆ area3Battle2

AreaBattle area3Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1199 of file wstag310.c.

◆ area3Battle3

AreaBattle area3Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1200 of file wstag310.c.

◆ area3Battle4

AreaBattle area3Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1201 of file wstag310.c.

◆ area3Battle5

AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1202 of file wstag310.c.

◆ area3Battle6

AreaBattle area3Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1203 of file wstag310.c.

◆ area3Battle7

AreaBattle area3Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 1204 of file wstag310.c.

◆ area3Battles

BattleList area3Battles
Initial value:
= {
0,
}
AreaBattle area3Battle4
Definition wstag310.c:1201
AreaBattle area3Battle3
Definition wstag310.c:1200
AreaBattle area3Battle0
Definition wstag310.c:1197
AreaBattle area3Battle2
Definition wstag310.c:1199
AreaBattle area3Battle1
Definition wstag310.c:1198
AreaBattle area3Battle6
Definition wstag310.c:1203
AreaBattle area3Battle5
Definition wstag310.c:1202
AreaBattle area3Battle7
Definition wstag310.c:1204

Definition at line 1205 of file wstag310.c.

◆ stageBattles

FieldBattles stageBattles[]
Initial value:
= {
}
BattleList area3Battles
Definition wstag310.c:1205
BattleList area1Battles
Definition wstag310.c:1179
BattleList area2Battles
Definition wstag310.c:1192
BattleList area0Battles
Definition wstag310.c:1166

Definition at line 1210 of file wstag310.c.

Referenced by setupStage().

◆ stageImages

ActorImage stageImages[]
Initial value:
= {
{ 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
{ 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
{ 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
{ 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
{ 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
{ 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
{ 0x1C0, 0x100, 0x1F6, 0x100, 0x2D8, 0, 0x160, 0x1F0 },
{ 0x1C0, 0x100, 0x1F6, 0x120, 0x2D8, 0x20, 0x140, 0x1EF },
{ 0x140, 0x100, 0x176, 0x100, 0xD8, 0, 0x150, 0x1EF },
{ 0x140, 0x100, 0x176, 0x128, 0xD8, 0x28, 0x160, 0x1EF },
{ 0x1C0, 0x100, 0x1F6, 0x140, 0x2D8, 0x40, 0x170, 0x1EF },
{ 0x140, 0x100, 0x176, 0x150, 0xD8, 0x50, 0x140, 0x1EE },
{ 0x140, 0x100, 0x176, 0x178, 0xD8, 0x78, 0x150, 0x1EE },
{ 0x140, 0x100, 0x176, 0x1A0, 0xD8, 0xA0, 0x170, 0x1EE },
{ 0x1C0, 0x100, 0x1E2, 0x178, 0x288, 0x78, 0x140, 0x1ED },
{ 0x1C0, 0x100, 0x1EA, 0x178, 0x2A8, 0x78, 0x150, 0x1ED },
{ 0x1C0, 0x100, 0x1CA, 0x180, 0x228, 0x80, 0x160, 0x1ED },
}

Definition at line 1213 of file wstag310.c.

Referenced by setupStage().

◆ actor0Conditions

u16 actor0Conditions[] = { (0x6000 | ( STORY_PRESIDENT_ARRESTED )) , 1, 0xFFFF }

Definition at line 1232 of file wstag310.c.

◆ actor1Conditions

u16 actor1Conditions[] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }

Definition at line 1233 of file wstag310.c.

◆ actor2Conditions

u16 actor2Conditions[] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }

Definition at line 1234 of file wstag310.c.

◆ actor3Conditions

u16 actor3Conditions[] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }

Definition at line 1235 of file wstag310.c.

◆ actor4Conditions

u16 actor4Conditions[] = { (0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1, 0xFFFF }

Definition at line 1236 of file wstag310.c.

◆ actor5Conditions

u16 actor5Conditions[]
Initial value:
= {
(( 0x40 ) << 8 | ( 0x4E )) , 0,
(0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1,
0xFFFF ,
}
@ STORY_GAME_MASTER_CAUGHT
WSTAG305 (Master Room), event 661: the Game Master is caught, but Vemmon takes over the Optical Netwo...
Definition story.h:94

Definition at line 1237 of file wstag310.c.

◆ actor6Conditions

u16 actor6Conditions[]
Initial value:
= {
(( 0x40 ) << 8 | ( 0x4E )) , 0,
(0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1,
0xFFFF ,
}

Definition at line 1242 of file wstag310.c.

◆ actor7Conditions

u16 actor7Conditions[]
Initial value:
= {
(( 0x40 ) << 8 | ( 0x4E )) , 0,
(0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1,
0xFFFF ,
}

Definition at line 1247 of file wstag310.c.

◆ actor8Conditions

u16 actor8Conditions[]
Initial value:
= {
(( 0x40 ) << 8 | ( 0x4F )) , 0,
(0x6000 | ( STORY_GAME_MASTER_CAUGHT )) , 1,
0xFFFF ,
}

Definition at line 1252 of file wstag310.c.

◆ actor9Conditions

u16 actor9Conditions[] = { (0x6000 | ( STORY_PRESIDENT_ARRESTED )) , 1, 0xFFFF }

Definition at line 1257 of file wstag310.c.

◆ actor10Conditions

u16 actor10Conditions[] = { (0x6000 | ( STORY_PRESIDENT_ARRESTED )) , 1, 0xFFFF }

Definition at line 1258 of file wstag310.c.

◆ actor11Conditions

u16 actor11Conditions[] = { (0x6000 | ( STORY_PRESIDENT_ARRESTED )) , 1, 0xFFFF }

Definition at line 1259 of file wstag310.c.

◆ actor0

FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 1, 4, 0, 0, 1 }

Definition at line 1260 of file wstag310.c.

◆ actor1

FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 0xC, 5, 0, 0, 1 }

Definition at line 1261 of file wstag310.c.

◆ actor2

FieldActorEntry actor2 = { actor2Conditions, ((void *)0) , 0x65, 6, 0, 0, 1 }

Definition at line 1262 of file wstag310.c.

◆ actor3

FieldActorEntry actor3 = { actor3Conditions, ((void *)0) , 0x67, 7, 0, 0, 1 }

Definition at line 1263 of file wstag310.c.

◆ actor4

FieldActorEntry actor4 = { actor4Conditions, ((void *)0) , 0x6C, 8, 571, 235, 1 }

Definition at line 1264 of file wstag310.c.

◆ actor5

FieldActorEntry actor5 = { actor5Conditions, ((void *)0) , 0x6D, 9, 161, 441, 1 }

Definition at line 1265 of file wstag310.c.

◆ actor6

FieldActorEntry actor6 = { actor6Conditions, ((void *)0) , 0x6E, 0xA, 255, 489, 1 }

Definition at line 1266 of file wstag310.c.

◆ actor7

FieldActorEntry actor7 = { actor7Conditions, ((void *)0) , 0x77, 0xB, 235, 452, 1 }

Definition at line 1267 of file wstag310.c.

◆ actor8

FieldActorEntry actor8 = { actor8Conditions, ((void *)0) , 0x110, 0xC, 640, 265, 1 }

Definition at line 1268 of file wstag310.c.

◆ actor9

FieldActorEntry actor9 = { actor9Conditions, ((void *)0) , 0x110, 0xC, 0, 0, 1 }

Definition at line 1269 of file wstag310.c.

◆ actor10

FieldActorEntry actor10 = { actor10Conditions, ((void *)0) , 0x111, 0xD, 0, 0, 1 }

Definition at line 1270 of file wstag310.c.

◆ actor11

FieldActorEntry actor11 = { actor11Conditions, ((void *)0) , 0x112, 0xE, 0, 0, 1 }

Definition at line 1271 of file wstag310.c.

◆ stageActors

FieldActorEntry* stageActors[]
Initial value:
= {
((void *)0) ,
}
FieldActorEntry actor0
Definition wstag310.c:1260
FieldActorEntry actor6
Definition wstag310.c:1266
FieldActorEntry actor5
Definition wstag310.c:1265
FieldActorEntry actor2
Definition wstag310.c:1262
FieldActorEntry actor10
Definition wstag310.c:1270
FieldActorEntry actor4
Definition wstag310.c:1264
FieldActorEntry actor8
Definition wstag310.c:1268
FieldActorEntry actor9
Definition wstag310.c:1269
FieldActorEntry actor7
Definition wstag310.c:1267
FieldActorEntry actor11
Definition wstag310.c:1271
FieldActorEntry actor1
Definition wstag310.c:1261
FieldActorEntry actor3
Definition wstag310.c:1263

Definition at line 1272 of file wstag310.c.

Referenced by setupStage().

◆ stageObjects

StageTile stageObjects[]
Initial value:
= {
{ 1, 1, 0x40, 2, 0x33, 0, 0, 0, 0, 0, 584, 125, 0, 0 },
{ 1, 2, 0x40, 2, 0x3A, 0, 0, 0, 0, 0, 592, 144, 0, 0 },
{ 1, 3, 0x40, 2, 0x40, 0, 0, 0, 0, 0, 609, 140, 0, 0 },
{ 1, 4, 0x40, 2, 0x45, 0, 0, 0, 0, 0, 610, 167, 0, 0 },
{ 1, 0, 0x40, 2, 0x32, 2, 0, 5, 4, 0, 160, 509, 0, 0 },
{ 1, 0, 0x40, 2, 0x32, 2, 0, 5, 4, 0, 392, 457, 0, 0 },
{ 1, 0, 0x40, 2, 0x32, 2, 0, 5, 4, 0, 448, 339, 0, 0 },
{ 1, 0, 0x40, 2, 0x32, 2, 0, 5, 4, 0, 545, 307, 0, 0 },
{ 0, 6, 0x80, 2, 0x1C, 0, 0, 0, 0, 0, 550, 116, 0, 0 },
{ 0, 0xC, 0xFF, 2, 0x58, 0, 0, 0, 0, 0, 430, 103, 0, 0 },
{ 0, 8, 0x80, 2, 2, 0, 0, 0, 0, 0, 550, 116, 0, 0 },
{ 0, 9, 0x80, 2, 3, 0, 0, 0, 0, 0, 550, 116, 0, 0 },
{ 0, 0xA, 0x80, 2, 4, 0, 0, 0, 0, 0, 550, 116, 0, 0 },
{ 0, 5, 0x80, 2, 5, 0, 0, 0, 0, 0, 550, 116, 0, 0 },
{ 0, 7, 0x80, 2, 0x28, 0, 0, 0, 0, 0, 546, 112, 0, 0 },
{ 0, 0xE, 0xFF, 2, 0x11, 0, 0, 0, 0, 0, 430, 103, 0, 0 },
{ 0, 0xF, 0xFF, 2, 0x12, 0, 0, 0, 0, 0, 430, 103, 0, 0 },
{ 0, 0x10, 0xFF, 2, 0x13, 0, 0, 0, 0, 0, 430, 103, 0, 0 },
{ 0, 0xB, 0xFF, 2, 0x4C, 0, 0, 0, 0, 0, 430, 103, 0, 0 },
{ 0, 0xD, 0xFF, 2, 0x29, 0, 0, 0, 0, 0, 426, 99, 0, 0 },
{ 1, 0, 0x40, 6, 0x32, 2, 0, 5, 4, 0, 72, 464, 0, 0 },
{ 1, 0, 0x40, 6, 0x32, 2, 0, 5, 4, 0, 178, 350, 0, 0 },
{ 1, 0, 0x40, 6, 0x32, 2, 0, 5, 4, 0, 303, 267, 0, 0 },
{ 1, 0, 0x40, 6, 0x32, 2, 0, 5, 4, 0, 369, 219, 0, 0 },
{ 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 392, 328, 386, 0 },
{ 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 545, 243, 266, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
}

The tables and color setupStage gives FIELDSTG_state (FieldState)

Definition at line 1287 of file wstag310.c.

Referenced by setupStage().

◆ stageSlots

StageSlot stageSlots[]
Initial value:
= {
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 1 , 0x218, 0x178, 0xFC, 1, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
}

Definition at line 1316 of file wstag310.c.

Referenced by setupStage().

◆ stageFuncs

void(* stageFuncs[])(void) ( void  )
Initial value:
= {
}
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0002.
Definition wstag310.c:732

The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.

Definition at line 1320 of file wstag310.c.

◆ stageEvents

FieldEvent stageEvents[]
Initial value:
= {
{ 680, script680, ( ( 0x128 - 1) << 16 | ( 0xA )), ((void *)0) , endEvent680 },
{ 681, script681, ( ( 0x128 - 1) << 16 | ( 0xB )), ((void *)0) , endEvent681 },
{ 682, script682, ( ( 0x128 - 1) << 16 | ( 0xC )), ((void *)0) , endEvent682 },
{ 961, script961, ( ( 0x128 - 1) << 16 | ( 0x14 )), ((void *)0) , endEvent961 },
{ -1, ((void *)0) , 0, ((void *)0) , ((void *)0) },
}
s16 script961[]
Definition wstag310.c:971
s16 script682[]
Definition wstag310.c:889
void endEvent680(void)
After event 680, with Guard A, Guard B and Guard C: starts the stage's event battle 1,...
Definition wstag310.c:694
void endEvent961(void)
After event 961, with the player: moves the story on to STORY_ASUKA_HEADQUARTERS.
Definition wstag310.c:718
void endEvent682(void)
After event 682, with Game Master, Lisa, Teddy and Nick: lets events 683 of WSTAG305 and 685 of WSTAG...
Definition wstag310.c:713
s16 script680[]
Definition wstag310.c:752
s16 script681[]
Definition wstag310.c:817
void endEvent681(void)
After event 681, with Game Master: starts the stage's event battle 0 and keeps it from playing again.
Definition wstag310.c:704

Definition at line 1323 of file wstag310.c.

Referenced by setupStage().