Digimon World 3 decomp
The European version, SLES_039.36
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wstag330.c
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1/*
2 * WSTAG330: Central Park, Central Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
9#define STAGE_CHILDREN_SIZE 4
11
12const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
13#if VERSION_US || VERSION_JP
14#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
15#define STAGE_FILE 0x1A7
16#define STAGE_ARCHIVE 0x319
17#elif VERSION_EU
18#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
19#define STAGE_FILE 0x1B5
20#define STAGE_ARCHIVE 0x328
21#endif
22/*
23 * Sets the stage up: its map, actors and battles, playing FIELDBGM; BGM_0029
24 * instead at story steps 0x27 to 0x28
25 */
50
77AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
91AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
92AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
95AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
107 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
108 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
109 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
110 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
111 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
112 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
113 { 0x140, 0x100, 0x176, 0x1C4, 0xD8, 0xC4, 0x160, 0x1FF },
114 { 0x140, 0x100, 0x178, 0x130, 0xE0, 0x30, 0x170, 0x1FF },
115 { 0x180, 0x100, 0x1B6, 0x11B, 0x1D8, 0x1B, 0x140, 0x1FE },
116 { 0x180, 0x100, 0x180, 0x11F, 0x100, 0x1F, 0x150, 0x1FE },
117 { 0x180, 0x100, 0x188, 0x11F, 0x120, 0x1F, 0x160, 0x1FE },
118 { 0x180, 0x100, 0x190, 0x11F, 0x140, 0x1F, 0x170, 0x1FE },
119 { 0, 0, 0, 0, 0, 0, 0, 0 },
120 { 0x140, 0x100, 0x178, 0x100, 0xE0, 0, 0x150, 0x1FD },
121 { 0x180, 0x100, 0x1A0, 0x11F, 0x180, 0x1F, 0x160, 0x1FD },
122 { 0x180, 0x100, 0x190, 0x13F, 0x140, 0x3F, 0x170, 0x1FD },
123 { 0x180, 0x100, 0x198, 0x13F, 0x160, 0x3F, 0x140, 0x1FC },
124 { 0x180, 0x100, 0x1A0, 0x13F, 0x180, 0x3F, 0x150, 0x1FC },
125};
128u16 actor0Talk1Conditions[] = { ITEM(0, 0x29), 0, ITEM(0, 0x28), 1, CODES_END };
130u16 actor0Talk2Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 1, CODES_END };
253 FLAG(0, 0), 1,
254 PARTY_STAT(0), 1,
255 PARTY_STAT(2), 1,
257 CODES_END,
258};
261 FLAG(0, 0), 1,
262 PARTY_STAT(0), 1,
263 PARTY_STAT(2), 1,
264 ITEM(0, 0x12), 0,
266 CODES_END,
267};
269 FLAG(0, 0), 1,
270 PARTY_STAT(0), 1,
271 PARTY_STAT(2), 1,
272 ITEM(0, 0x12), 1,
273 PARTY_STAT(4), 0,
275 CODES_END,
276};
278 FLAG(0, 0), 1,
279 PARTY_STAT(0), 1,
280 PARTY_STAT(2), 1,
281 ITEM(0, 0x12), 1,
282 PARTY_STAT(4), 1,
284 CODES_END,
285};
298 FLAG(0, 0), 1,
299 PARTY_STAT(2), 1,
300 PARTY_STAT(0), 1,
302 CODES_END,
303};
306 FLAG(0, 0), 1,
307 PARTY_STAT(0), 1,
308 PARTY_STAT(2), 1,
309 ITEM(0, 0x12), 0,
311 CODES_END,
312};
314 FLAG(0, 0), 1,
315 PARTY_STAT(0), 1,
316 PARTY_STAT(2), 1,
317 ITEM(0, 0x12), 1,
318 PARTY_STAT(4), 0,
320 CODES_END,
321};
323 FLAG(0, 0), 1,
324 PARTY_STAT(0), 1,
325 PARTY_STAT(2), 1,
326 ITEM(0, 0x12), 1,
327 PARTY_STAT(4), 1,
329 CODES_END,
330};
338 FLAG(0, 0), 1,
339 PARTY_STAT(2), 1,
340 PARTY_STAT(0), 1,
342 CODES_END,
343};
346 FLAG(0, 0), 1,
347 PARTY_STAT(0), 1,
348 PARTY_STAT(2), 1,
349 ITEM(0, 0x12), 0,
351 CODES_END,
352};
354 FLAG(0, 0), 1,
355 PARTY_STAT(0), 1,
356 PARTY_STAT(2), 1,
357 ITEM(0, 0x12), 1,
358 PARTY_STAT(4), 0,
360 CODES_END,
361};
363 FLAG(0, 0), 1,
364 PARTY_STAT(0), 1,
365 PARTY_STAT(2), 1,
366 ITEM(0, 0x12), 1,
367 PARTY_STAT(4), 1,
369 CODES_END,
370};
379 FLAG(0, 0), 1,
380 PARTY_STAT(0), 1,
381 PARTY_STAT(2), 1,
383 CODES_END,
384};
387 FLAG(0, 0), 1,
388 PARTY_STAT(0), 1,
389 PARTY_STAT(2), 1,
390 ITEM(0, 0x12), 0,
392 CODES_END,
393};
395 FLAG(0, 0), 1,
396 PARTY_STAT(0), 1,
397 PARTY_STAT(2), 1,
398 ITEM(0, 0x12), 1,
399 PARTY_STAT(4), 0,
401 CODES_END,
402};
404 FLAG(0, 0), 1,
405 PARTY_STAT(0), 1,
406 PARTY_STAT(2), 1,
407 ITEM(0, 0x12), 1,
408 PARTY_STAT(4), 1,
410 CODES_END,
411};
420 { NULL, actor1Talk0Actions, 0x1B },
421 { NULL, NULL, 0 },
422};
424 { NULL, actor2Talk0Actions, 0x16D },
425 { NULL, NULL, 0 },
426};
429 { actor3Talk1Conditions, NULL, 0x282 },
430 { actor3Talk2Conditions, NULL, 0x278 },
432 { actor3Talk4Conditions, NULL, 0x28C },
433 { NULL, NULL, 0 },
434};
437 { actor4Talk1Conditions, NULL, 0x27C },
438 { NULL, NULL, 0 },
439};
442 { actor5Talk1Conditions, NULL, 0x282 },
443 { actor5Talk2Conditions, NULL, 0x278 },
445 { actor5Talk4Conditions, NULL, 0x28C },
446 { NULL, NULL, 0 },
447};
450 { actor6Talk1Conditions, NULL, 0x27C },
451 { NULL, NULL, 0 },
452};
455 { actor7Talk1Conditions, NULL, 0x28B },
456 { actor7Talk2Conditions, NULL, 0x286 },
458 { actor7Talk4Conditions, NULL, 0x28D },
459 { NULL, NULL, 0 },
460};
463 { actor8Talk1Conditions, NULL, 0x28A },
464 { NULL, NULL, 0 },
465};
468 { actor9Talk1Conditions, NULL, 0x28B },
469 { actor9Talk2Conditions, NULL, 0x286 },
471 { actor9Talk4Conditions, NULL, 0x28D },
472 { NULL, NULL, 0 },
473};
476 { actor10Talk1Conditions, NULL, 0x28A },
477 { NULL, NULL, 0 },
478};
516 { NULL, NULL, 0x270 },
517 { NULL, NULL, 0 },
518};
520 { NULL, NULL, 0xEA },
521 { NULL, NULL, 0 },
522};
524 { NULL, NULL, 0xFE },
525 { NULL, NULL, 0 },
526};
528 { NULL, NULL, 0x1A },
529 { NULL, NULL, 0 },
530};
532 { NULL, NULL, 0xFD },
533 { NULL, NULL, 0 },
534};
536 { NULL, NULL, 0x102 },
537 { NULL, NULL, 0 },
538};
540 { NULL, NULL, 0x102 },
541 { NULL, NULL, 0 },
542};
544 { NULL, NULL, 0xFF },
545 { NULL, NULL, 0 },
546};
548 { NULL, NULL, 0x103 },
549 { NULL, NULL, 0 },
550};
552 { NULL, NULL, 0x102 },
553 { NULL, NULL, 0 },
554};
556 { NULL, NULL, 0x101 },
557 { NULL, NULL, 0 },
558};
560 { NULL, NULL, 0x101 },
561 { NULL, NULL, 0 },
562};
564 { actor27Talk0Conditions, NULL, 0x102 },
565 { actor27Talk1Conditions, NULL, 0x10 },
566 { NULL, NULL, 0 },
567};
569 { NULL, NULL, 0xE9 },
570 { NULL, NULL, 0 },
571};
573 { NULL, NULL, 0x334 },
574 { NULL, NULL, 0 },
575};
577 { NULL, NULL, 0x334 },
578 { NULL, NULL, 0 },
579};
581 { NULL, NULL, 0x334 },
582 { NULL, NULL, 0 },
583};
585 { NULL, NULL, 0x334 },
586 { NULL, NULL, 0 },
587};
589 { NULL, NULL, 0x334 },
590 { NULL, NULL, 0 },
591};
593 { NULL, NULL, 0x334 },
594 { NULL, NULL, 0 },
595};
597 { NULL, NULL, 0x334 },
598 { NULL, NULL, 0 },
599};
601 { NULL, NULL, 0x334 },
602 { NULL, NULL, 0 },
603};
615 { NULL, NULL, 0x104 },
616 { NULL, NULL, 0 },
617};
619 { NULL, NULL, 0x27B },
620 { NULL, NULL, 0 },
621};
623 { NULL, NULL, 0x289 },
624 { NULL, NULL, 0 },
625};
626u16 actor0Conditions[] = { ITEM(0, 0x2A), 0, CODES_END };
627u16 actor1Conditions[] = { ITEM(0, 0x2A), 1, CODES_END };
747FieldActorEntry actor28 = { NULL, actor28Talks, 0x3F, 0xA, 961, 681, 1 };
761 &actor0,
762 &actor1,
763 &actor2,
764 &actor3,
765 &actor4,
766 &actor5,
767 &actor6,
768 &actor7,
769 &actor8,
770 &actor9,
771 &actor10,
772 &actor11,
773 &actor12,
774 &actor13,
775 &actor14,
776 &actor15,
777 &actor16,
778 &actor17,
779 &actor18,
780 &actor19,
781 &actor20,
782 &actor21,
783 &actor22,
784 &actor23,
785 &actor24,
786 &actor25,
787 &actor26,
788 &actor27,
789 &actor28,
790 &actor29,
791 &actor30,
792 &actor31,
793 &actor32,
794 &actor33,
795 &actor34,
796 &actor35,
797 &actor36,
798 &actor37,
799 &actor38,
800 &actor39,
801 &actor40,
802 NULL,
803};
805 { 1, 0, 0x40, 2, 6, 1, 6, 8, 8, 0, 787, 422, 0, 0 },
806 { 1, 0, 0x40, 2, 9, 1, 9, 0xE, 8, 0, 202, 246, 0, 0 },
807 { 1, 0, 0x40, 2, 9, 1, 9, 0xE, 8, 0, 410, 878, 0, 0 },
808 { 1, 0, 0x40, 2, 9, 1, 9, 0xE, 8, 0, 1322, 886, 0, 0 },
809 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 150, 820, 0, 0 },
810 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 500, 1060, 0, 0 },
811 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 575, 940, 0, 0 },
812 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 681, 1030, 0, 0 },
813 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 715, 1004, 0, 0 },
814 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 870, 843, 0, 0 },
815 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 910, 455, 0, 0 },
816 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1271, 1057, 0, 0 },
817 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1520, 360, 0, 0 },
818 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 97, 735, 0, 0 },
819 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 195, 304, 0, 0 },
820 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 268, 562, 0, 0 },
821 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 584, 151, 0, 0 },
822 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 668, 1135, 0, 0 },
823 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 738, 892, 0, 0 },
824 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 742, 475, 0, 0 },
825 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 750, 999, 0, 0 },
826 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1053, 1074, 0, 0 },
827 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1331, 461, 0, 0 },
828 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 182, 792, 0, 0 },
829 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 645, 1050, 0, 0 },
830 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 867, 469, 0, 0 },
831 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 869, 1066, 0, 0 },
832 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1399, 423, 0, 0 },
833 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1458, 398, 0, 0 },
834 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 97, 892, 0, 0 },
835 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 138, 930, 0, 0 },
836 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 145, 273, 0, 0 },
837 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 180, 706, 0, 0 },
838 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 184, 407, 0, 0 },
839 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 293, 496, 0, 0 },
840 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 386, 648, 0, 0 },
841 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 495, 624, 0, 0 },
842 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 527, 75, 0, 0 },
843 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 530, 1028, 0, 0 },
844 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 611, 1160, 0, 0 },
845 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 643, 185, 0, 0 },
846 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 910, 1071, 0, 0 },
847 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1039, 341, 0, 0 },
848 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1365, 429, 0, 0 },
849 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1565, 333, 0, 0 },
850 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 212, 806, 0, 0 },
851 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 232, 560, 0, 0 },
852 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 250, 329, 0, 0 },
853 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 367, 607, 0, 0 },
854 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 673, 194, 0, 0 },
855 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1070, 347, 0, 0 },
856 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1172, 1074, 0, 0 },
857 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1298, 459, 0, 0 },
858 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 208, 525, 0, 0 },
859 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 261, 826, 0, 0 },
860 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 317, 582, 0, 0 },
861 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 468, 997, 0, 0 },
862 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 579, 1121, 0, 0 },
863 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 786, 1012, 0, 0 },
864 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 990, 1080, 0, 0 },
865 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1076, 362, 0, 0 },
866 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1417, 389, 0, 0 },
867 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1513, 371, 0, 0 },
868 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 78, 891, 0, 0 },
869 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 113, 617, 0, 0 },
870 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 133, 615, 0, 0 },
871 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 249, 366, 0, 0 },
872 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 277, 870, 0, 0 },
873 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 459, 1003, 0, 0 },
874 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 554, 617, 0, 0 },
875 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 569, 1062, 0, 0 },
876 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 675, 1037, 0, 0 },
877 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 711, 518, 0, 0 },
878 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 727, 511, 0, 0 },
879 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 751, 903, 0, 0 },
880 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 878, 1051, 0, 0 },
881 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 939, 488, 0, 0 },
882 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1088, 1054, 0, 0 },
883 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1279, 482, 0, 0 },
884 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1391, 434, 0, 0 },
885 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1410, 546, 0, 0 },
886 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1486, 357, 0, 0 },
887 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1589, 336, 0, 0 },
888 { 1, 0, 0x72, 4, 0, 0, 0, 0, 0, 0, 765, 572, 665, 0 },
889 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 951, 632, 679, 0 },
890 { 1, 0, 0x7D, 4, 2, 0, 0, 0, 0, 0, 816, 122, 245, 0 },
891 { 1, 0, 0x7D, 4, 3, 0, 0, 0, 0, 0, 800, 114, 238, 0 },
892 { 1, 0, 0x7D, 4, 4, 0, 0, 0, 0, 0, 784, 106, 230, 0 },
893 { 1, 0, 0x7D, 4, 5, 0, 0, 0, 0, 0, 767, 99, 223, 0 },
894 { 1, 0, 0x46, 4, 0xF, 0, 0, 0, 0, 0, 1224, 424, 484, 0 },
895 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 243, 754, 754, 0 },
896 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 266, 606, 606, 0 },
897 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 275, 778, 778, 0 },
898 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 314, 630, 630, 0 },
899 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 338, 538, 538, 0 },
900 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 363, 654, 654, 0 },
901 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 410, 678, 678, 0 },
902 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 483, 930, 930, 0 },
903 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 531, 906, 906, 0 },
904 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 547, 674, 674, 0 },
905 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 579, 882, 882, 0 },
906 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 595, 650, 650, 0 },
907 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 626, 474, 474, 0 },
908 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 627, 858, 858, 0 },
909 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 643, 994, 994, 0 },
910 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 667, 454, 454, 0 },
911 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 691, 490, 490, 0 },
912 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 723, 826, 826, 0 },
913 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 771, 802, 802, 0 },
914 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 787, 938, 938, 0 },
915 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 819, 778, 778, 0 },
916 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 835, 194, 194, 0 },
917 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 835, 914, 914, 0 },
918 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 883, 890, 890, 0 },
919 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 883, 938, 938, 0 },
920 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 931, 914, 914, 0 },
921 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 979, 378, 378, 0 },
922 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 979, 890, 890, 0 },
923 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1027, 402, 402, 0 },
924 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1075, 426, 426, 0 },
925 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1314, 642, 642, 0 },
926 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1315, 690, 690, 0 },
927 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1315, 738, 738, 0 },
928 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1363, 570, 570, 0 },
929 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1363, 618, 618, 0 },
930 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1363, 666, 666, 0 },
931 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1363, 714, 714, 0 },
932 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1363, 762, 762, 0 },
933 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
934};
936 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x202, 0x100, 0x1E0, 5, 0, 0, 0 },
937 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x21E, 0x7C, 0x7E, 7, 0, 0, 0 },
938 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x21F, 0x30A, 0x98, 1, 0, 0, 0 },
939 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x220, 0x4AC, 0x326, 3, 0, 0, 0 },
940 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 3, 0x2CE, 0x124, 0, 0, 0, 0 },
941 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 3, 0x2DF, 0xF0, 0, 0, 0, 0 },
942 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x324, 0x170, 0, 0, 0, 0 },
943 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x333, 0x11A, 0, 0, 0, 0 },
944 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E5, 0x240, 0x120, 1, 0, 1, 1 },
945 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x11, 1 },
946 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 3, 3 },
947 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 1, 1 },
948 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x60, 0xFFF0, 0, 0, 0, 0, 0 },
949 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x30, 0, 0, 0, 0, 0 },
950 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x40, 0, 0, 0, 0, 0 },
951 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFB0, 0x10, 0, 0, 0, 0, 0 },
952 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0xFFE8, 0, 0, 0, 0, 0 },
953 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0xFFD8, 0, 0, 0, 0, 0 },
954 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFE0, 0x28, 0, 0, 0, 0, 0 },
955 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x30, 0x28, 0, 0, 0, 0, 0 },
956 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFD0, 0xFFF8, 0, 0, 0, 0, 0 },
957 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x14, 0, 0, 0, 0, 0 },
958 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E5, 0x240, 0x120, 1, 0, 1, 1 },
959 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
960};
961void (*stageFuncs[])(void) = {
963};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define SLOT_CLIMB_UP
Definition field_map.h:256
#define SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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_GAUGE
the gauge game
Definition field_map.h:261
#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 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 FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
Definition game_state.h:68
#define PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#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_FIELD
FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape.
Definition sound.h:83
#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_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
Definition sound.h:77
#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_RENAMON_LOCKED
PARTNER_RENAMON is still locked.
Definition story.h:1787
#define SPECIAL_UNLOCK_PATAMON
an action: unlocks PARTNER_PATAMON; the talks that take or give its DDNA apply it
Definition story.h:1747
#define SPECIAL_STORY_JUNGLE_SOUND_TO_NETWORK_OFFLINE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_NETWORK_OFFLINE (PROGRESS_RANGES[0x19])
Definition story.h:1938
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_AGUMON_SUITS
WSTAG380 (Divermon's Lake), event 205: the Mischievous Mat, caught in his Etemon Suit,...
Definition story.h:52
@ STORY_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85
@ STORY_SEPIKMON_MASK_LOST
WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his ...
Definition story.h:49
@ STORY_ZANBAMON_DRIVEN_OFF
WSTAG475 (Shaman House), event 230: the Smelly Herb drives Zanbamon off the way.
Definition story.h:55
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_GENJI_BEATEN
WSTAG200, event 52: after the first battle, won against Tamer Genji (event 50), the Digimon Navi give...
Definition story.h:36
@ STORY_SUZAKU_BADGE
WSTAG520, event 261: the Suzaku Leader is beaten (the Suzaku Badge), and Kail says Teddy went to Asuk...
Definition story.h:58
@ STORY_TEDDY_FOUND
WSTAG212, event 352: Teddy is found; MAGAMI is part of the A.o.A, and the player sets off to beat the...
Definition story.h:67
@ STORY_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
Definition story.h:61
@ STORY_SOUTH_STATION_GHOST
WSTAG440 (South Station), event 152: a ghost's voice in the empty station.
Definition story.h:45
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
@ STORY_AGUMON_DISGUISE
WSTAG237 (Underground Path), event 300: in the Agumon Suit; Kail goes on ahead alone.
Definition story.h:64
@ STORY_NETWORK_OFFLINE
WSTAG750, event 886: the news say the Optical Network is offline.
Definition story.h:123
#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
#define FLAG_KEITH_NICK_SEARCH_STARTED
wstag620 Secret Room: set after event 540; then Lisa says "Find Keith and Nick" and people in 10 stag...
Definition story.h:1188
#define SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])
Definition story.h:1875
#define FLAG_DRI_KAZUKI_TALKED
wstag330 Central Park: DRI Kazuki introduces himself as the MagnaAngemon researcher once; set there,...
Definition story.h:1079
#define SPECIAL_UNLOCK_RENAMON
an action: unlocks PARTNER_RENAMON; the talks that take or give its DDNA apply it
Definition story.h:1744
#define SPECIAL_PATAMON_LOCKED
PARTNER_PATAMON is still locked.
Definition story.h:1789
#define FLAG_CENTRAL_PARK_POWER_CHARGE_FOUND
wstag330: chest that gives the Power Charge, "I got" text; its conditions test it 0
Definition story.h:179
#define SPECIAL_PARTY_LEVEL_TOTAL_75
the party's levels add up to 75 or more (3 * 15 + 30)
Definition story.h:1771
#define FLAG_RENAMON_DDNA_REQUESTED
wstag330: DRI Michael asks for Renamon's DDNA; tested at Taomon in wstag565 with the DDNA not yet had
Definition story.h:594
#define SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED
GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
Definition story.h:1908
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define SPECIAL_STORY_GENJI_BEATEN_TO_GAME_MASTER_CAUGHT
GAME.progress is from STORY_GENJI_BEATEN to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[1])
Definition story.h:1866
#define FLAG_PATAMON_DDNA_REQUESTED
wstag330: DRI Kazuki asks for Patamon's DDNA; tested at MagnaAngemon in wstag550 with the DDNA not ye...
Definition story.h:591
#define SPECIAL_PATAMON_UNLOCKED
PARTNER_PATAMON is unlocked.
Definition story.h:1707
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
#define SPECIAL_STORY_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF
GAME.progress is from STORY_SEIRYU_BADGE to STORY_ZANBAMON_DRIVEN_OFF (PROGRESS_RANGES[0xE])
Definition story.h:1905
#define SPECIAL_STORY_TEDDY_FOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_TEDDY_FOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1C])
Definition story.h:1947
#define SPECIAL_STORY_SINCE_DE_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
#define FLAG_DRI_MICHAEL_TALKED
wstag330 Central Park: DRI Michael (Mike) introduces himself and asks for his Taomon once; set there,...
Definition story.h:1082
#define SPECIAL_RENAMON_UNLOCKED
PARTNER_RENAMON is unlocked.
Definition story.h:1705
#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 SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
Definition story.h:1914
#define SPECIAL_STORY_WAY_TO_AMATERASU_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_WAY_TO_AMATERASU to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x16])
Definition story.h:1929
#define FLAG_NATSUMI_FOUGHT
wstag330 (Central Park): Tamer Natsumi says "Hey, let's Digimon Battle!" and starts a Digimon battle;...
Definition story.h:818
#define SPECIAL_PARTY_LEVEL_TOTAL_45
the party's levels add up to 45 or more (1 * 15 + 30)
Definition story.h:1767
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM
GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x10])
Definition story.h:1911
#define SPECIAL_STORY_SINCE_GENJI_BEATEN
GAME.progress is STORY_GENJI_BEATEN or later (PROGRESS_RANGES[6], to 0x63)
Definition story.h:1881
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 wstag330.c:627
u16 actor26Conditions[]
Definition wstag330.c:705
u16 actor0Talk0Actions[]
Definition wstag330.c:127
AreaBattle area2Battle7
Definition wstag330.c:84
u16 actor6Talk0Actions[]
Definition wstag330.c:191
FieldActorEntry actor0
Definition wstag330.c:719
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag330.c:961
FieldActorEntry actor6
Definition wstag330.c:725
u16 actor7Talk1Conditions[]
Definition wstag330.c:195
FieldTalk actor37Talks[]
Definition wstag330.c:604
u16 actor11Conditions[]
Definition wstag330.c:653
u16 actor0Talk0Conditions[]
Definition wstag330.c:126
u16 actor5Talk3Conditions[]
Definition wstag330.c:175
u16 actor7Talk4Conditions[]
Definition wstag330.c:210
FieldTalk actor31Talks[]
Definition wstag330.c:580
u16 actor11Talk3Conditions[]
Definition wstag330.c:252
FieldTalk actor2Talks[]
Definition wstag330.c:423
AreaBattle area2Battle6
Definition wstag330.c:83
u16 actor8Talk1Conditions[]
Definition wstag330.c:219
u16 actor3Talk3Conditions[]
Definition wstag330.c:148
u16 actor0Talk1Conditions[]
Definition wstag330.c:128
u16 actor13Talk3Actions[]
Definition wstag330.c:304
u16 actor37Talk2Actions[]
Definition wstag330.c:377
u16 actor10Conditions[]
Definition wstag330.c:652
FieldActorEntry actor25
Definition wstag330.c:744
FieldActorEntry actor24
Definition wstag330.c:743
u16 actor18Conditions[]
Definition wstag330.c:685
u16 actor13Talk2Conditions[]
Definition wstag330.c:295
FieldActorEntry actor17
Definition wstag330.c:736
FieldActorEntry actor39
Definition wstag330.c:758
u16 actor7Talk2Conditions[]
Definition wstag330.c:196
u16 actor12Talk2Conditions[]
Definition wstag330.c:290
u16 actor13Talk6Conditions[]
Definition wstag330.c:322
u16 actor34Conditions[]
Definition wstag330.c:712
u16 actor5Talk0Conditions[]
Definition wstag330.c:166
u16 actor3Talk4Conditions[]
Definition wstag330.c:156
FieldActorEntry actor33
Definition wstag330.c:752
FieldTalk actor38Talks[]
Definition wstag330.c:614
FieldTalk actor14Talks[]
Definition wstag330.c:505
u16 actor24Conditions[]
Definition wstag330.c:695
u16 actor37Talk2Conditions[]
Definition wstag330.c:376
u16 actor37Talk3Conditions[]
Definition wstag330.c:378
FieldActorEntry actor18
Definition wstag330.c:737
FieldTalk actor5Talks[]
Definition wstag330.c:440
AreaBattle area1Battle6
Definition wstag330.c:70
FieldActorEntry actor40
Definition wstag330.c:759
u16 actor27Talk1Conditions[]
Definition wstag330.c:373
u16 actor11Talk1Conditions[]
Definition wstag330.c:249
u16 actor11Talk2Actions[]
Definition wstag330.c:251
FieldActorEntry actor5
Definition wstag330.c:724
FieldActorEntry actor37
Definition wstag330.c:756
FieldActorEntry actor36
Definition wstag330.c:755
u16 actor35Conditions[]
Definition wstag330.c:713
FieldTalk actor33Talks[]
Definition wstag330.c:588
u16 actor22Conditions[]
Definition wstag330.c:693
AreaBattle area0Battle7
Definition wstag330.c:58
FieldActorEntry actor2
Definition wstag330.c:721
FieldActorEntry actor31
Definition wstag330.c:750
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag330.c:12
u16 actor9Talk0Conditions[]
Definition wstag330.c:220
u16 actor6Talk1Conditions[]
Definition wstag330.c:192
u16 actor3Talk0Conditions[]
Definition wstag330.c:139
u16 actor14Talk6Conditions[]
Definition wstag330.c:362
AreaBattle area3Battle4
Definition wstag330.c:94
u16 actor11Talk3Actions[]
Definition wstag330.c:259
AreaBattle area3Battle3
Definition wstag330.c:93
AreaBattle area0Battle1
Definition wstag330.c:52
u16 actor38Conditions[]
Definition wstag330.c:716
FieldActorEntry actor23
Definition wstag330.c:742
FieldActorEntry actor19
Definition wstag330.c:738
AreaBattle area2Battle0
Definition wstag330.c:77
u16 actor12Talk2Actions[]
Definition wstag330.c:291
FieldTalk actor36Talks[]
Definition wstag330.c:600
u16 actor9Conditions[]
Definition wstag330.c:651
u16 actor7Talk0Conditions[]
Definition wstag330.c:193
u16 actor5Talk3Actions[]
Definition wstag330.c:182
FieldActorEntry * stageActors[]
Definition wstag330.c:760
FieldActorEntry actor28
Definition wstag330.c:747
u16 actor0Talk1Actions[]
Definition wstag330.c:129
u16 actor7Talk0Actions[]
Definition wstag330.c:194
AreaBattle area1Battle2
Definition wstag330.c:66
u16 actor14Talk3Actions[]
Definition wstag330.c:344
u16 actor23Conditions[]
Definition wstag330.c:694
u16 actor37Talk6Conditions[]
Definition wstag330.c:403
u16 actor32Conditions[]
Definition wstag330.c:710
AreaBattle area3Battle0
Definition wstag330.c:90
u16 actor10Talk1Conditions[]
Definition wstag330.c:246
u16 actor37Talk0Conditions[]
Definition wstag330.c:374
u16 actor29Conditions[]
Definition wstag330.c:707
u16 actor11Talk0Conditions[]
Definition wstag330.c:247
u16 actor4Talk1Conditions[]
Definition wstag330.c:165
u16 actor14Talk3Conditions[]
Definition wstag330.c:337
u16 actor30Conditions[]
Definition wstag330.c:708
FieldActorEntry actor22
Definition wstag330.c:741
u16 actor37Conditions[]
Definition wstag330.c:715
AreaBattle area0Battle6
Definition wstag330.c:57
u16 actor10Talk0Conditions[]
Definition wstag330.c:244
FieldTalk actor1Talks[]
Definition wstag330.c:419
u16 actor13Conditions[]
Definition wstag330.c:665
AreaBattle area3Battle2
Definition wstag330.c:92
u16 actor37Talk6Actions[]
Definition wstag330.c:412
FieldTalk actor35Talks[]
Definition wstag330.c:596
u16 actor13Talk0Conditions[]
Definition wstag330.c:292
u16 actor11Talk6Conditions[]
Definition wstag330.c:277
FieldActorEntry actor29
Definition wstag330.c:748
FieldTalk actor0Talks[]
Definition wstag330.c:413
AreaBattle area3Battle1
Definition wstag330.c:91
#define STAGE_ARCHIVE
Definition wstag330.c:20
FieldTalk actor21Talks[]
Definition wstag330.c:539
AreaBattle area0Battle3
Definition wstag330.c:54
FieldActorEntry actor27
Definition wstag330.c:746
FieldTalk actor20Talks[]
Definition wstag330.c:535
u16 actor3Talk2Conditions[]
Definition wstag330.c:142
FieldActorEntry actor10
Definition wstag330.c:729
u16 actor3Talk1Conditions[]
Definition wstag330.c:141
u16 actor31Conditions[]
Definition wstag330.c:709
u16 actor2Talk0Actions[]
Definition wstag330.c:133
u16 actor19Conditions[]
Definition wstag330.c:686
FieldTalk actor4Talks[]
Definition wstag330.c:435
u16 actor4Conditions[]
Definition wstag330.c:634
FieldTalk actor27Talks[]
Definition wstag330.c:563
FieldActorEntry actor4
Definition wstag330.c:723
u16 actor3Conditions[]
Definition wstag330.c:629
AreaBattle area3Battle6
Definition wstag330.c:96
u16 actor13Talk6Actions[]
Definition wstag330.c:331
FieldTalk actor17Talks[]
Definition wstag330.c:523
FieldTalk actor39Talks[]
Definition wstag330.c:618
FieldActorEntry actor35
Definition wstag330.c:754
FieldTalk actor11Talks[]
Definition wstag330.c:479
FieldActorEntry actor32
Definition wstag330.c:751
FieldActorEntry actor8
Definition wstag330.c:727
ActorImage stageImages[]
Definition wstag330.c:106
u16 actor14Talk1Conditions[]
Definition wstag330.c:334
u16 actor11Talk4Conditions[]
Definition wstag330.c:260
FieldTalk actor28Talks[]
Definition wstag330.c:568
u16 actor14Talk6Actions[]
Definition wstag330.c:371
FieldTalk actor6Talks[]
Definition wstag330.c:448
void setupStage(void)
Sets the stage up: its map, actors and battles, playing FIELDBGM; BGM_0029 instead at story steps 0x2...
Definition wstag330.c:26
FieldTalk actor25Talks[]
Definition wstag330.c:555
u16 actor12Talk0Conditions[]
Definition wstag330.c:287
u16 actor13Talk0Actions[]
Definition wstag330.c:293
FieldTalk actor19Talks[]
Definition wstag330.c:531
AreaBattle area2Battle4
Definition wstag330.c:81
u16 actor10Talk0Actions[]
Definition wstag330.c:245
u16 actor4Talk0Conditions[]
Definition wstag330.c:163
u16 actor33Conditions[]
Definition wstag330.c:711
u16 actor13Talk5Conditions[]
Definition wstag330.c:313
u16 actor13Talk3Conditions[]
Definition wstag330.c:297
FieldTalk actor23Talks[]
Definition wstag330.c:547
u16 actor16Conditions[]
Definition wstag330.c:683
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag330.c:804
FieldActorEntry actor9
Definition wstag330.c:728
u16 actor37Talk3Actions[]
Definition wstag330.c:385
u16 actor8Conditions[]
Definition wstag330.c:646
FieldActorEntry actor20
Definition wstag330.c:739
FieldTalk actor26Talks[]
Definition wstag330.c:559
u16 actor9Talk1Conditions[]
Definition wstag330.c:222
u16 actor5Conditions[]
Definition wstag330.c:639
FieldTalk actor10Talks[]
Definition wstag330.c:474
FieldTalk actor3Talks[]
Definition wstag330.c:427
FieldTalk actor9Talks[]
Definition wstag330.c:466
BattleList area3Battles
Definition wstag330.c:98
u16 actor14Talk4Conditions[]
Definition wstag330.c:345
AreaBattle area3Battle5
Definition wstag330.c:95
FieldTalk actor32Talks[]
Definition wstag330.c:584
AreaBattle area0Battle5
Definition wstag330.c:56
BattleList area1Battles
Definition wstag330.c:72
FieldTalk actor15Talks[]
Definition wstag330.c:515
u16 actor5Talk0Actions[]
Definition wstag330.c:167
u16 actor0Talk2Actions[]
Definition wstag330.c:131
u16 actor37Talk4Conditions[]
Definition wstag330.c:386
BattleList area2Battles
Definition wstag330.c:85
FieldTalk actor40Talks[]
Definition wstag330.c:622
u16 actor37Talk5Conditions[]
Definition wstag330.c:394
FieldActorEntry actor15
Definition wstag330.c:734
FieldActorEntry actor12
Definition wstag330.c:731
u16 actor27Conditions[]
Definition wstag330.c:706
FieldActorEntry actor16
Definition wstag330.c:735
u16 actor15Conditions[]
Definition wstag330.c:677
AreaBattle area1Battle4
Definition wstag330.c:68
u16 actor6Talk0Conditions[]
Definition wstag330.c:190
FieldActorEntry actor38
Definition wstag330.c:757
u16 actor3Talk3Actions[]
Definition wstag330.c:155
u16 actor6Conditions[]
Definition wstag330.c:640
AreaBattle area2Battle2
Definition wstag330.c:79
u16 actor12Talk1Conditions[]
Definition wstag330.c:288
u16 actor0Talk2Conditions[]
Definition wstag330.c:130
u16 actor12Talk1Actions[]
Definition wstag330.c:289
u16 actor14Talk0Actions[]
Definition wstag330.c:333
AreaBattle area1Battle5
Definition wstag330.c:69
u16 actor14Talk5Conditions[]
Definition wstag330.c:353
u16 actor14Conditions[]
Definition wstag330.c:671
FieldActorEntry actor30
Definition wstag330.c:749
u16 actor9Talk3Actions[]
Definition wstag330.c:236
FieldActorEntry actor7
Definition wstag330.c:726
StageSlot stageSlots[]
Definition wstag330.c:935
AreaBattle area2Battle1
Definition wstag330.c:78
u16 actor1Talk0Actions[]
Definition wstag330.c:132
u16 actor5Talk1Conditions[]
Definition wstag330.c:168
u16 actor11Talk6Actions[]
Definition wstag330.c:286
FieldActorEntry actor13
Definition wstag330.c:732
u16 actor8Talk0Actions[]
Definition wstag330.c:218
FieldTalk actor24Talks[]
Definition wstag330.c:551
AreaBattle area1Battle3
Definition wstag330.c:67
AreaBattle area1Battle0
Definition wstag330.c:64
u16 actor14Talk2Actions[]
Definition wstag330.c:336
u16 actor13Talk4Conditions[]
Definition wstag330.c:305
u16 actor5Talk2Conditions[]
Definition wstag330.c:169
FieldActorEntry actor11
Definition wstag330.c:730
u16 actor25Conditions[]
Definition wstag330.c:700
FieldActorEntry actor1
Definition wstag330.c:720
u16 actor40Conditions[]
Definition wstag330.c:718
FieldActorEntry actor21
Definition wstag330.c:740
AreaBattle area0Battle0
Definition wstag330.c:51
u16 actor9Talk0Actions[]
Definition wstag330.c:221
AreaBattle area0Battle2
Definition wstag330.c:53
FieldTalk actor13Talks[]
Definition wstag330.c:495
#define STAGE_FILE
Definition wstag330.c:19
AreaBattle area2Battle5
Definition wstag330.c:82
u16 actor4Talk0Actions[]
Definition wstag330.c:164
AreaBattle area1Battle1
Definition wstag330.c:65
u16 actor9Talk4Conditions[]
Definition wstag330.c:237
u16 actor11Talk0Actions[]
Definition wstag330.c:248
u16 actor7Conditions[]
Definition wstag330.c:641
AreaBattle area2Battle3
Definition wstag330.c:80
u16 actor11Talk5Conditions[]
Definition wstag330.c:268
u16 actor39Conditions[]
Definition wstag330.c:717
u16 actor2Conditions[]
Definition wstag330.c:628
u16 actor13Talk1Conditions[]
Definition wstag330.c:294
FieldTalk actor18Talks[]
Definition wstag330.c:527
u16 actor7Talk3Conditions[]
Definition wstag330.c:202
FieldTalk actor7Talks[]
Definition wstag330.c:453
u16 actor9Talk2Conditions[]
Definition wstag330.c:223
u16 actor20Conditions[]
Definition wstag330.c:687
u16 actor14Talk2Conditions[]
Definition wstag330.c:335
u16 actor37Talk1Conditions[]
Definition wstag330.c:375
AreaBattle area0Battle4
Definition wstag330.c:55
u16 actor9Talk3Conditions[]
Definition wstag330.c:229
FieldActorEntry actor34
Definition wstag330.c:753
#define STAGE_TEXT
Definition wstag330.c:18
u16 actor3Talk0Actions[]
Definition wstag330.c:140
FieldTalk actor8Talks[]
Definition wstag330.c:461
u16 actor7Talk3Actions[]
Definition wstag330.c:209
FieldTalk actor34Talks[]
Definition wstag330.c:592
FieldTalk actor30Talks[]
Definition wstag330.c:576
u16 actor11Talk2Conditions[]
Definition wstag330.c:250
FieldTalk actor12Talks[]
Definition wstag330.c:489
AreaBattle area3Battle7
Definition wstag330.c:97
u16 actor21Conditions[]
Definition wstag330.c:688
BattleList area0Battles
Definition wstag330.c:59
u16 actor8Talk0Conditions[]
Definition wstag330.c:217
AreaBattle area1Battle7
Definition wstag330.c:71
FieldTalk actor16Talks[]
Definition wstag330.c:519
u16 actor17Conditions[]
Definition wstag330.c:684
u16 actor5Talk4Conditions[]
Definition wstag330.c:183
FieldTalk actor29Talks[]
Definition wstag330.c:572
FieldActorEntry actor3
Definition wstag330.c:722
FieldActorEntry actor26
Definition wstag330.c:745
FieldBattles stageBattles[]
Definition wstag330.c:103
u16 actor27Talk0Conditions[]
Definition wstag330.c:372
u16 actor36Conditions[]
Definition wstag330.c:714
u16 actor13Talk2Actions[]
Definition wstag330.c:296
FieldActorEntry actor14
Definition wstag330.c:733
u16 actor12Conditions[]
Definition wstag330.c:659
FieldTalk actor22Talks[]
Definition wstag330.c:543
u16 actor14Talk0Conditions[]
Definition wstag330.c:332
u16 actor0Conditions[]
Definition wstag330.c:626