Digimon World 3 decomp
The European version, SLES_039.36
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wstag321.c
Go to the documentation of this file.
1/*
2 * WSTAG321: Amaterasu Sewer, Amaterasu City. On the Amaterasu server; its
3 * Asuka server twin is WSTAG320.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
9
12
13#if VERSION_US || VERSION_JP
14#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
15#define STAGE_FILE 0x530
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
18#define STAGE_FILE 0x540
19#endif
20/* Sets the stage up: its map, actors and battles, playing BGM_0003 */
41
55AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
61AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
62AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
87AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
88AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
98 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
99 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
100 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
101 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
102 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
103 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
104 { 0x180, 0x100, 0x1B8, 0x100, 0x1E0, 0, 0x140, 0x1F4 },
105 { 0x180, 0x100, 0x19E, 0x130, 0x178, 0x30, 0x160, 0x1F4 },
106};
120 { NULL, actor0Talk0Actions, 0x16D },
121 { NULL, NULL, 0 },
122};
124 { NULL, actor1Talk0Actions, 0x173 },
125 { NULL, NULL, 0 },
126};
132 &actor0,
133 &actor1,
134 NULL,
135};
137 { 1, 0, 0x40, 2, 0x4D, 2, 0, 3, 4, 0, 1012, 671, 0, 0 },
138 { 1, 0, 0x40, 2, 0x52, 2, 0, 3, 8, 0, 442, 116, 0, 0 },
139 { 1, 0, 0x40, 2, 0x52, 2, 0, 3, 8, 0, 473, 132, 0, 0 },
140 { 1, 0, 0x40, 2, 0x53, 2, 0, 3, 4, 0, 299, 39, 0, 0 },
141 { 1, 0, 0x40, 2, 0x5A, 0, 0, 0, 0, 0, 472, 396, 0, 0 },
142 { 1, 0, 0x40, 2, 0x5E, 2, 0, 5, 4, 0, 871, 417, 0, 0 },
143 { 1, 0, 0x40, 2, 0x5E, 2, 0, 5, 4, 0, 871, 449, 0, 0 },
144 { 1, 0, 0x40, 2, 0x5E, 2, 0, 5, 4, 0, 871, 481, 0, 0 },
145 { 1, 0, 0x40, 2, 0x5E, 2, 0, 5, 4, 0, 871, 513, 0, 0 },
146 { 1, 0, 0x40, 2, 0x5E, 2, 0, 5, 4, 0, 871, 544, 0, 0 },
147 { 1, 0, 0x40, 6, 0x47, 1, 0x47, 0x4C, 4, 0, 735, 465, 0, 0 },
148 { 1, 0, 0x40, 6, 0x4E, 2, 0, 3, 6, 0, 328, 658, 0, 0 },
149 { 1, 0, 0x40, 6, 0x4E, 2, 0, 3, 6, 0, 616, 802, 0, 0 },
150 { 1, 0, 0x40, 6, 0x4E, 2, 0, 3, 6, 0, 760, 730, 0, 0 },
151 { 1, 0, 0x40, 6, 0x4E, 2, 0, 3, 6, 0, 904, 802, 0, 0 },
152 { 1, 0, 0x40, 6, 0x4F, 2, 0, 3, 6, 0, 351, 643, 0, 0 },
153 { 1, 0, 0x40, 6, 0x4F, 2, 0, 3, 6, 0, 639, 787, 0, 0 },
154 { 1, 0, 0x40, 6, 0x4F, 2, 0, 3, 6, 0, 783, 715, 0, 0 },
155 { 1, 0, 0x40, 6, 0x4F, 2, 0, 3, 6, 0, 927, 787, 0, 0 },
156 { 1, 0, 0x40, 6, 0x51, 2, 0, 3, 6, 0, 324, 632, 0, 0 },
157 { 1, 0, 0x40, 6, 0x51, 2, 0, 3, 6, 0, 612, 776, 0, 0 },
158 { 1, 0, 0x40, 6, 0x51, 2, 0, 3, 6, 0, 756, 704, 0, 0 },
159 { 1, 0, 0x40, 6, 0x51, 2, 0, 3, 6, 0, 900, 776, 0, 0 },
160 { 1, 0, 0x40, 6, 0x50, 2, 0, 3, 6, 0, 305, 643, 0, 0 },
161 { 1, 0, 0x40, 6, 0x50, 2, 0, 3, 6, 0, 593, 788, 0, 0 },
162 { 1, 0, 0x40, 6, 0x50, 2, 0, 3, 6, 0, 737, 715, 0, 0 },
163 { 1, 0, 0x40, 6, 0x50, 2, 0, 3, 6, 0, 881, 787, 0, 0 },
164 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 202, 416, 0, 0 },
165 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 210, 420, 0, 0 },
166 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 218, 424, 0, 0 },
167 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 226, 428, 0, 0 },
168 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 234, 432, 0, 0 },
169 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 242, 436, 0, 0 },
170 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 250, 440, 0, 0 },
171 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 258, 444, 0, 0 },
172 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 266, 352, 0, 0 },
173 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 274, 356, 0, 0 },
174 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 282, 360, 0, 0 },
175 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 290, 364, 0, 0 },
176 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 298, 368, 0, 0 },
177 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 306, 372, 0, 0 },
178 { 1, 0, 0x40, 6, 0x54, 2, 0, 3, 8, 0, 314, 376, 0, 0 },
179 { 1, 0, 0x40, 6, 0x55, 2, 0, 3, 8, 0, 322, 380, 0, 0 },
180 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 270, 444, 0, 0 },
181 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 278, 440, 0, 0 },
182 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 286, 436, 0, 0 },
183 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 294, 432, 0, 0 },
184 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 302, 428, 0, 0 },
185 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 310, 424, 0, 0 },
186 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 358, 400, 0, 0 },
187 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 366, 396, 0, 0 },
188 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 374, 392, 0, 0 },
189 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 382, 388, 0, 0 },
190 { 1, 0, 0x40, 6, 0x56, 2, 0, 3, 8, 0, 390, 384, 0, 0 },
191 { 1, 0, 0x40, 6, 0x57, 2, 0, 3, 8, 0, 349, 405, 0, 0 },
192 { 1, 0, 0x40, 6, 0x58, 2, 0, 3, 4, 0, 439, 395, 0, 0 },
193 { 1, 0, 0x40, 6, 0x59, 2, 0, 3, 4, 0, 540, 398, 0, 0 },
194 { 1, 0, 0x40, 6, 0x5B, 2, 0, 3, 4, 0, 612, 416, 0, 0 },
195 { 1, 0, 0x40, 6, 0x5F, 2, 0, 1, 4, 0, 646, 530, 0, 0 },
196 { 1, 0, 0x40, 6, 0x5F, 2, 0, 1, 4, 0, 688, 509, 0, 0 },
197 { 1, 0, 0x40, 6, 0x5F, 2, 0, 1, 4, 0, 790, 602, 0, 0 },
198 { 1, 0, 0x40, 6, 0x5F, 2, 0, 1, 4, 0, 790, 746, 0, 0 },
199 { 1, 0, 0x40, 6, 0x5F, 2, 0, 1, 4, 0, 832, 581, 0, 0 },
200 { 1, 0, 0x40, 6, 0x5F, 2, 0, 1, 4, 0, 832, 725, 0, 0 },
201 { 1, 0, 0x40, 6, 0x60, 2, 0, 1, 4, 0, 358, 674, 0, 0 },
202 { 1, 0, 0x40, 6, 0x60, 2, 0, 1, 4, 0, 400, 653, 0, 0 },
203 { 1, 0, 0x40, 6, 0x60, 2, 0, 1, 4, 0, 519, 754, 0, 0 },
204 { 1, 0, 0x40, 6, 0x60, 2, 0, 1, 4, 0, 535, 458, 0, 0 },
205 { 1, 0, 0x40, 6, 0x60, 2, 0, 1, 4, 0, 560, 733, 0, 0 },
206 { 1, 0, 0x40, 6, 0x60, 2, 0, 1, 4, 0, 576, 437, 0, 0 },
207 { 1, 0, 0x40, 6, 0x61, 2, 0, 1, 4, 0, 648, 724, 0, 0 },
208 { 1, 0, 0x40, 6, 0x61, 2, 0, 1, 4, 0, 690, 746, 0, 0 },
209 { 1, 0, 0x40, 6, 0x61, 2, 0, 1, 4, 0, 792, 653, 0, 0 },
210 { 1, 0, 0x40, 6, 0x61, 2, 0, 1, 4, 0, 833, 674, 0, 0 },
211 { 1, 0, 0x40, 6, 0x61, 2, 0, 1, 4, 0, 936, 725, 0, 0 },
212 { 1, 0, 0x40, 6, 0x61, 2, 0, 1, 4, 0, 978, 746, 0, 0 },
213 { 1, 0, 0x40, 6, 0x62, 2, 0, 1, 4, 0, 654, 640, 0, 0 },
214 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x41, 0xA, 0, 43, 551, 0, 0 },
215 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x41, 0xA, 0, 250, 504, 0, 0 },
216 { 1, 0, 0x40, 6, 0x1B, 1, 0x1B, 0x25, 0xA, 0, 151, 577, 0, 0 },
217 { 1, 0, 0x40, 6, 0x1B, 1, 0x1B, 0x25, 0xA, 0, 260, 393, 0, 0 },
218 { 1, 0, 0xA0, 6, 0, 0, 0, 0, 0, 0, 792, 381, 0, 0 },
219 { 1, 0, 0x60, 6, 1, 0, 0, 0, 0, 0, 721, 691, 0, 0 },
220 { 1, 0, 0x60, 6, 1, 0, 0, 0, 0, 0, 865, 763, 0, 0 },
221 { 1, 0, 0x40, 6, 0x5E, 2, 0, 5, 4, 0, 775, 369, 0, 0 },
222 { 1, 0, 0x40, 6, 0x5E, 2, 0, 5, 4, 0, 775, 401, 0, 0 },
223 { 1, 0, 0x40, 6, 0x5E, 2, 0, 5, 4, 0, 775, 433, 0, 0 },
224 { 1, 0, 0x40, 6, 0x5E, 2, 0, 5, 4, 0, 775, 465, 0, 0 },
225 { 1, 0, 0x40, 6, 0x5E, 2, 0, 5, 4, 0, 775, 497, 0, 0 },
226 { 1, 0, 0x40, 0xA, 0x18, 1, 0x18, 0x1A, 6, 0, 546, 665, 0, 0 },
227 { 1, 0, 0x40, 0xA, 0x18, 1, 0x18, 0x1A, 6, 0, 833, 798, 0, 0 },
228 { 1, 0, 0x40, 0xA, 0x2A, 1, 0x2A, 0x2D, 6, 0, 545, 558, 0, 0 },
229 { 1, 0, 0x40, 0xA, 0x2A, 1, 0x2A, 0x2D, 6, 0, 834, 701, 0, 0 },
230 { 1, 0, 0x40, 0xA, 0x42, 1, 0x42, 0x44, 6, 0, -12, 814, 0, 0 },
231 { 1, 0, 0x40, 0xA, 0x42, 1, 0x42, 0x44, 6, 0, 0, 364, 0, 0 },
232 { 1, 0, 0x40, 0xA, 0x42, 1, 0x42, 0x44, 6, 0, 100, 758, 0, 0 },
233 { 1, 0, 0x40, 0xA, 0x42, 1, 0x42, 0x44, 6, 0, 212, 702, 0, 0 },
234 { 1, 0, 0x40, 0xA, 0x42, 1, 0x42, 0x44, 6, 0, 324, 646, 0, 0 },
235 { 1, 0, 0x40, 0xA, 0x2E, 1, 0x2E, 0x31, 0xA, 0, -14, 713, 0, 0 },
236 { 1, 0, 0x40, 0xA, 0x2E, 1, 0x2E, 0x31, 0xA, 0, 99, 658, 0, 0 },
237 { 1, 0, 0x40, 0xA, 0x2E, 1, 0x2E, 0x31, 0xA, 0, 210, 602, 0, 0 },
238 { 1, 0, 0x40, 0xA, 0x2E, 1, 0x2E, 0x31, 0xA, 0, 322, 546, 0, 0 },
239 { 1, 0, 0x40, 0xA, 0x26, 1, 0x26, 0x29, 6, 0, 11, 408, 0, 0 },
240 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
241};
243 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x27A, 0x242, 0x13E, 3, 0, 0, 0 },
244 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28B, 0x88, 0x1B4, 5, 0, 0, 0 },
245 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E0, 0x240, 0xD8, 1, 0, 0xC, 1 },
246 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E0, 0x240, 0xD8, 1, 0, 0xC, 1 },
247 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x130, 0xF8, 0, 0, 0, 0 },
248 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x120, 0x140, 0, 0, 0, 0 },
249 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
250};
251void (*stageFuncs[])(void) = {
253};
#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_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SLOT_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#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 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_5000_BIT
an action: gives the player 5000 BIT (MONEY_GAINS[6])
Definition story.h:1834
#define FLAG_AMATERASU_SEWER_5000_BIT_FOUND
wstag321: chest that gives 5000 BIT ("I got 5000 BIT!"); its conditions test it 0
Definition story.h:457
#define FLAG_AMATERASU_SEWER_HIGH_SECURITY_FOUND
wstag321: chest that gives the High Security, "I got" text; its conditions test it 0
Definition story.h:454
#define SPECIAL_STORY_SINCE_DE_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
#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
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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
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 wstag321.c:128
u16 actor0Talk0Actions[]
Definition wstag321.c:107
AreaBattle area2Battle7
Definition wstag321.c:75
FieldActorEntry actor0
Definition wstag321.c:129
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag321.c:251
AreaBattle area2Battle6
Definition wstag321.c:74
AreaBattle area1Battle6
Definition wstag321.c:61
AreaBattle area0Battle7
Definition wstag321.c:49
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag321.c:8
AreaBattle area3Battle4
Definition wstag321.c:85
AreaBattle area3Battle3
Definition wstag321.c:84
AreaBattle area0Battle1
Definition wstag321.c:43
AreaBattle area2Battle0
Definition wstag321.c:68
FieldActorEntry * stageActors[]
Definition wstag321.c:131
AreaBattle area1Battle2
Definition wstag321.c:57
AreaBattle area3Battle0
Definition wstag321.c:81
AreaBattle area0Battle6
Definition wstag321.c:48
FieldTalk actor1Talks[]
Definition wstag321.c:123
AreaBattle area3Battle2
Definition wstag321.c:83
FieldTalk actor0Talks[]
Definition wstag321.c:119
AreaBattle area3Battle1
Definition wstag321.c:82
AreaBattle area0Battle3
Definition wstag321.c:45
AreaBattle area3Battle6
Definition wstag321.c:87
ActorImage stageImages[]
Definition wstag321.c:97
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0003.
Definition wstag321.c:21
AreaBattle area2Battle4
Definition wstag321.c:72
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag321.c:136
BattleList area3Battles
Definition wstag321.c:89
AreaBattle area3Battle5
Definition wstag321.c:86
AreaBattle area0Battle5
Definition wstag321.c:47
BattleList area1Battles
Definition wstag321.c:63
BattleList area2Battles
Definition wstag321.c:76
AreaBattle area1Battle4
Definition wstag321.c:59
AreaBattle area2Battle2
Definition wstag321.c:70
AreaBattle area1Battle5
Definition wstag321.c:60
StageSlot stageSlots[]
Definition wstag321.c:242
AreaBattle area2Battle1
Definition wstag321.c:69
u16 actor1Talk0Actions[]
Definition wstag321.c:113
AreaBattle area1Battle3
Definition wstag321.c:58
AreaBattle area1Battle0
Definition wstag321.c:55
FieldActorEntry actor1
Definition wstag321.c:130
AreaBattle area0Battle0
Definition wstag321.c:42
AreaBattle area0Battle2
Definition wstag321.c:44
#define STAGE_FILE
Definition wstag321.c:18
AreaBattle area2Battle5
Definition wstag321.c:73
AreaBattle area1Battle1
Definition wstag321.c:56
AreaBattle area2Battle3
Definition wstag321.c:71
AreaBattle area0Battle4
Definition wstag321.c:46
#define STAGE_TEXT
Definition wstag321.c:17
AreaBattle area3Battle7
Definition wstag321.c:88
BattleList area0Battles
Definition wstag321.c:50
AreaBattle area1Battle7
Definition wstag321.c:62
FieldBattles stageBattles[]
Definition wstag321.c:94
u16 actor0Conditions[]
Definition wstag321.c:127