Digimon World 3 decomp
The European version, SLES_039.36
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wstag315.c
Go to the documentation of this file.
1/*
2 * WSTAG315: Admin Center B1F, 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 0x738
14#elif VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
16#define STAGE_FILE 0x748
17#endif
18/* Sets the stage up: its map, actors and battles, playing BGM_0003 */
37
38AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
39AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
40AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
41AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
42AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
43AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
44AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
45AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
51AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
52AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
64AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
94 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
95 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
96 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
97 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
98 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
99 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
100 { 0x140, 0x100, 0x178, 0x175, 0xE0, 0x75, 0x170, 0x1FF },
101 { 0x180, 0x100, 0x1B8, 0x100, 0x1E0, 0, 0x170, 0x1FE },
102 { 0x180, 0x100, 0x1A8, 0x118, 0x1A0, 0x18, 0x170, 0x1FD },
103 { 0x140, 0x100, 0x170, 0x155, 0xC0, 0x55, 0x170, 0x1FC },
104 { 0x140, 0x100, 0x170, 0x17D, 0xC0, 0x7D, 0x150, 0x1FB },
105 { 0x140, 0x100, 0x158, 0x18E, 0x60, 0x8E, 0x160, 0x1FB },
106 { 0x140, 0x100, 0x172, 0x1A5, 0xC8, 0xA5, 0x170, 0x1FB },
107 { 0x140, 0x100, 0x172, 0x1CD, 0xC8, 0xCD, 0x150, 0x1FA },
108 { 0x180, 0x100, 0x1A0, 0x100, 0x180, 0, 0x160, 0x1FA },
109};
159 { NULL, actor0Talk0Actions, 0x2B6 },
160 { NULL, NULL, 0 },
161};
163 { NULL, actor1Talk0Actions, 0x489 },
164 { NULL, NULL, 0 },
165};
167 { NULL, actor2Talk0Actions, 0x450 },
168 { NULL, NULL, 0 },
169};
171 { NULL, actor3Talk0Actions, 0xA9 },
172 { NULL, NULL, 0 },
173};
175 { NULL, actor4Talk0Actions, 0xA9 },
176 { NULL, NULL, 0 },
177};
179 { NULL, actor5Talk0Actions, 0xA9 },
180 { NULL, NULL, 0 },
181};
183 { NULL, actor6Talk0Actions, 0xA9 },
184 { NULL, NULL, 0 },
185};
187 { NULL, actor7Talk0Actions, 0xA9 },
188 { NULL, NULL, 0 },
189};
191 { NULL, actor8Talk0Actions, 0xA9 },
192 { NULL, NULL, 0 },
193};
233FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x135, 0xA, 446, 679, 1 };
234FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x136, 0xB, 736, 233, 1 };
235FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x137, 0xC, 593, 608, 1 };
237 &actor0,
238 &actor1,
239 &actor2,
240 &actor3,
241 &actor4,
242 &actor5,
243 &actor6,
244 &actor7,
245 &actor8,
246 NULL,
247};
249 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 4, 0, 191, 124, 0, 0 },
250 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 4, 0, 383, 219, 0, 0 },
251 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 4, 0, 735, 142, 0, 0 },
252 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 4, 0, 807, 178, 0, 0 },
253 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 4, 0, 855, 202, 0, 0 },
254 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 4, 0, 927, 238, 0, 0 },
255 { 1, 0, 0x40, 2, 0x33, 2, 0, 3, 4, 0, 492, 156, 0, 0 },
256 { 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 70, 458, 0, 0 },
257 { 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 110, 478, 0, 0 },
258 { 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 150, 498, 0, 0 },
259 { 1, 0, 0x40, 2, 0x35, 2, 0, 3, 4, 0, 380, 474, 0, 0 },
260 { 1, 0, 0x40, 2, 0x37, 2, 0, 3, 4, 0, 584, 338, 0, 0 },
261 { 1, 0, 0x40, 2, 0x38, 2, 0, 0xB, 4, 0, 569, 365, 0, 0 },
262 { 1, 0, 0x4E, 2, 5, 0, 0, 0, 0, 0, 640, 434, 0, 0 },
263 { 1, 0, 0x40, 2, 6, 0, 0, 0, 0, 0, 704, 448, 0, 0 },
264 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 336, 602, 0, 0 },
265 { 1, 0, 0x40, 6, 0x38, 2, 0, 0xB, 4, 0, 702, 441, 0, 0 },
266 { 1, 0, 0x40, 6, 0x38, 2, 0, 0xB, 4, 0, 838, 509, 0, 0 },
267 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 737, 176, 214, 0 },
268 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 392, 265, 292, 0 },
269 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 419, 258, 304, 0 },
270 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 544, 550, 583, 0 },
271 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 185, 681, 707, 0 },
272 { 1, 0, 0x60, 4, 7, 0, 0, 0, 0, 0, 704, 89, 176, 0 },
273 { 1, 0, 0x60, 4, 8, 0, 0, 0, 0, 0, 512, 89, 174, 0 },
274 { 1, 0, 0x48, 4, 9, 0, 0, 0, 0, 0, 233, 359, 422, 0 },
275 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
276};
278 { { { SPECIAL_STORY_CONTROL_ROOM_TO_GUNSLINGER, 1 }, { CODES_END, 0 } }, SLOT_EXIT, 0x21B, 0x338, 0x21C, 1, 0, 0, 0 },
279 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x215, 0x78, 0x124, 7, 0, 0, 0 },
280 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 8, 0x19E, 0x1C0, 0, 0, 0, 0 },
281 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 8, 0x1AE, 0x248, 0, 0, 0, 0 },
282 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
283};
284void (*stageFuncs[])(void) = {
286};
#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 SLOT_CLIMB_UP
Definition field_map.h:256
#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_CLIMB_DOWN
Definition field_map.h:257
#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 ITEM(kind, id)
an item, in the bag or equipped; kind (bits 9-11) isn't read, and the scripts set it after the item's...
Definition game_state.h:80
#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 SPECIAL_GAIN_100_BIT
an action: gives the player 100 BIT (MONEY_GAINS[0])
Definition story.h:1822
#define FLAG_ASUKA_ADMIN_B1F_TROOPER_E_FOUGHT
wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x137) starts a battle; ...
Definition story.h:741
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
Definition story.h:90
#define SPECIAL_STORY_CONTROL_ROOM_TO_GUNSLINGER
GAME.progress is from STORY_CONTROL_ROOM to 0x2A (PROGRESS_RANGES[9]); nothing sets 0x2A,...
Definition story.h:1890
#define FLAG_ASUKA_ADMIN_B1F_TROOPER_D_FOUGHT
wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x136) starts a battle; ...
Definition story.h:738
#define FLAG_ASUKA_ADMIN_B1F_LIFE_DISK_FOUND
wstag315: chest that gives the Life Disk, "I got" text; its conditions test it 0
Definition story.h:233
#define FLAG_ASUKA_ADMIN_B1F_TROOPER_B_FOUGHT
wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; ...
Definition story.h:732
#define FLAG_ASUKA_ADMIN_B1F_POWER_CHARGE_FOUND
wstag315: chest that gives the Power Charge, "I got" text; its conditions test it 0
Definition story.h:227
#define FLAG_ASUKA_ADMIN_B1F_100_BIT_FOUND
wstag315: chest that gives 100 BIT ("I got 100 BIT!"); its conditions test it 0
Definition story.h:230
#define FLAG_ASUKA_ADMIN_B1F_TROOPER_A_FOUGHT
wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; ...
Definition story.h:729
#define SPECIAL_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
#define FLAG_ASUKA_ADMIN_B1F_TROOPER_C_FOUGHT
wstag315 Asuka Admin Center B1F (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; ...
Definition story.h:735
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 wstag315.c:195
u16 actor0Talk0Actions[]
Definition wstag315.c:110
AreaBattle area2Battle7
Definition wstag315.c:71
u16 actor6Talk0Actions[]
Definition wstag315.c:143
FieldActorEntry actor0
Definition wstag315.c:227
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag315.c:284
FieldActorEntry actor6
Definition wstag315.c:233
FieldTalk actor2Talks[]
Definition wstag315.c:166
AreaBattle area2Battle6
Definition wstag315.c:70
FieldTalk actor5Talks[]
Definition wstag315.c:178
AreaBattle area1Battle6
Definition wstag315.c:57
FieldActorEntry actor5
Definition wstag315.c:232
AreaBattle area0Battle7
Definition wstag315.c:45
FieldActorEntry actor2
Definition wstag315.c:229
AreaBattle area3Battle4
Definition wstag315.c:81
AreaBattle area3Battle3
Definition wstag315.c:80
AreaBattle area0Battle1
Definition wstag315.c:39
AreaBattle area2Battle0
Definition wstag315.c:64
FieldActorEntry * stageActors[]
Definition wstag315.c:236
u16 actor7Talk0Actions[]
Definition wstag315.c:148
AreaBattle area1Battle2
Definition wstag315.c:53
AreaBattle area3Battle0
Definition wstag315.c:77
AreaBattle area0Battle6
Definition wstag315.c:44
FieldTalk actor1Talks[]
Definition wstag315.c:162
AreaBattle area3Battle2
Definition wstag315.c:79
FieldTalk actor0Talks[]
Definition wstag315.c:158
AreaBattle area3Battle1
Definition wstag315.c:78
AreaBattle area0Battle3
Definition wstag315.c:41
u16 actor2Talk0Actions[]
Definition wstag315.c:122
FieldTalk actor4Talks[]
Definition wstag315.c:174
u16 actor4Conditions[]
Definition wstag315.c:202
FieldActorEntry actor4
Definition wstag315.c:231
u16 actor3Conditions[]
Definition wstag315.c:197
AreaBattle area3Battle6
Definition wstag315.c:83
FieldActorEntry actor8
Definition wstag315.c:235
ActorImage stageImages[]
Definition wstag315.c:93
FieldTalk actor6Talks[]
Definition wstag315.c:182
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0003.
Definition wstag315.c:19
AreaBattle area2Battle4
Definition wstag315.c:68
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag315.c:248
u16 actor8Conditions[]
Definition wstag315.c:222
u16 actor5Conditions[]
Definition wstag315.c:207
FieldTalk actor3Talks[]
Definition wstag315.c:170
BattleList area3Battles
Definition wstag315.c:85
AreaBattle area3Battle5
Definition wstag315.c:82
AreaBattle area0Battle5
Definition wstag315.c:43
BattleList area1Battles
Definition wstag315.c:59
u16 actor5Talk0Actions[]
Definition wstag315.c:138
BattleList area2Battles
Definition wstag315.c:72
AreaBattle area1Battle4
Definition wstag315.c:55
u16 actor6Conditions[]
Definition wstag315.c:212
AreaBattle area2Battle2
Definition wstag315.c:66
AreaBattle area1Battle5
Definition wstag315.c:56
FieldActorEntry actor7
Definition wstag315.c:234
StageSlot stageSlots[]
Definition wstag315.c:277
AreaBattle area2Battle1
Definition wstag315.c:65
u16 actor1Talk0Actions[]
Definition wstag315.c:116
u16 actor8Talk0Actions[]
Definition wstag315.c:153
AreaBattle area1Battle3
Definition wstag315.c:54
AreaBattle area1Battle0
Definition wstag315.c:51
FieldActorEntry actor1
Definition wstag315.c:228
AreaBattle area0Battle0
Definition wstag315.c:38
AreaBattle area0Battle2
Definition wstag315.c:40
#define STAGE_FILE
Definition wstag315.c:16
AreaBattle area2Battle5
Definition wstag315.c:69
u16 actor4Talk0Actions[]
Definition wstag315.c:133
AreaBattle area1Battle1
Definition wstag315.c:52
u16 actor7Conditions[]
Definition wstag315.c:217
AreaBattle area2Battle3
Definition wstag315.c:67
u16 actor2Conditions[]
Definition wstag315.c:196
FieldTalk actor7Talks[]
Definition wstag315.c:186
AreaBattle area0Battle4
Definition wstag315.c:42
#define STAGE_TEXT
Definition wstag315.c:15
u16 actor3Talk0Actions[]
Definition wstag315.c:128
FieldTalk actor8Talks[]
Definition wstag315.c:190
AreaBattle area3Battle7
Definition wstag315.c:84
BattleList area0Battles
Definition wstag315.c:46
AreaBattle area1Battle7
Definition wstag315.c:58
FieldActorEntry actor3
Definition wstag315.c:230
FieldBattles stageBattles[]
Definition wstag315.c:90
u16 actor0Conditions[]
Definition wstag315.c:194