Digimon World 3 decomp
The European version, SLES_039.36
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wstag335.c
Go to the documentation of this file.
1/*
2 * WSTAG335: Wire Forest Entrance, Central Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* The stage's task: a loop over its 14 children with nothing left in it (no object is created) */
9void updateStage(StageTask *task, void **children) {
10 s32 i;
11
12 switch (task->state) {
13 case TASK_INIT:
14 default:
15 for (i = 0; i < 14; i++) {
16 }
17 task->nextState(task);
18 break;
19 case TASK_RUN:
20 case TASK_DONE:
21 case TASK_KILL:
22 break;
23 }
24}
25
26#define STAGE_CHILDREN_SIZE 0x38
28
29/* Defined below, after the code that uses them */
33const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 };
34#if VERSION_US || VERSION_JP
35#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
36#define STAGE_FILE 0x1A9
37#define STAGE_ARCHIVE 0x2C3
38#elif VERSION_EU
39#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
40#define STAGE_FILE 0x1B7
41#define STAGE_ARCHIVE 0x2D2
42#endif
43/*
44 * Sets the stage up: its map, actors and battles, playing FIELDBGM; BGM_0029
45 * instead at story steps 0x27 to 0x28; battle list 0 before STORY_SUZAKU_BADGE,
46 * 1 before STORY_KNIGHTMON_REPROGRAMMED, 2 from then on
47 */
78
245 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
246 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
247 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
248 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
249 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
250 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
251 { 0x140, 0x100, 0x16C, 0x100, 0xB0, 0, 0x150, 0x1FF },
252 { 0x140, 0x100, 0x174, 0x100, 0xD0, 0, 0x160, 0x1FF },
253};
279 FLAG(0, 0), 1,
281 PARTY_STAT(0xD), 0,
282 CODES_END,
283};
285 FLAG(0, 0), 1,
287 PARTY_STAT(0xD), 1,
288 CODES_END,
289};
357 { NULL, NULL, 0x271 },
358 { NULL, NULL, 0 },
359};
361 { actor7Talk0Conditions, NULL, 0x6F },
362 { actor7Talk1Conditions, NULL, 0x6F },
364 { NULL, NULL, 0 },
365};
368 ITEM(0, 0x192), 1,
370 ITEM(0, 0x12), 0,
371 CODES_END,
372};
375 ITEM(0, 0x192), 1,
377 ITEM(0, 0x12), 0,
378 CODES_END,
379};
389 ITEM(0, 0x192), 1,
391 ITEM(0, 0x12), 0,
392 CODES_END,
393};
395 ITEM(0, 0x192), 1,
397 ITEM(0, 0x12), 1,
399 CODES_END,
400};
402 ITEM(0, 0x192), 1,
404 ITEM(0, 0x12), 1,
406 CODES_END,
407};
424 &actor0,
425 &actor1,
426 &actor2,
427 &actor3,
428 &actor4,
429 &actor5,
430 &actor6,
431 &actor7,
432 NULL,
433};
435 { 1, 0, 0x40, 2, 0, 1, 0, 5, 8, 0, 199, 607, 0, 0 },
436 { 1, 0, 0x40, 2, 0, 1, 0, 5, 8, 0, 353, -16, 0, 0 },
437 { 1, 0, 0x40, 2, 0, 1, 0, 5, 8, 0, 513, 285, 0, 0 },
438 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 113, 393, 0, 0 },
439 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 153, 554, 0, 0 },
440 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 167, 539, 0, 0 },
441 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 192, 494, 0, 0 },
442 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 225, 493, 0, 0 },
443 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 251, 483, 0, 0 },
444 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 313, 468, 0, 0 },
445 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 86, 400, 0, 0 },
446 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 169, 500, 0, 0 },
447 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 193, 527, 0, 0 },
448 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 216, 519, 0, 0 },
449 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 235, 480, 0, 0 },
450 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 248, 454, 0, 0 },
451 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 253, 491, 0, 0 },
452 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 264, 469, 0, 0 },
453 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 58, 404, 0, 0 },
454 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 130, 393, 0, 0 },
455 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 214, 356, 0, 0 },
456 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 233, 362, 0, 0 },
457 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 204, 360, 0, 0 },
458 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 273, 366, 0, 0 },
459 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 219, 483, 0, 0 },
460 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 289, 362, 0, 0 },
461 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 307, 382, 0, 0 },
462 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 317, 385, 0, 0 },
463 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 323, 421, 0, 0 },
464 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 184, 226, 226, 0 },
465 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 232, 250, 250, 0 },
466 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 243, 544, 544, 0 },
467 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 267, 602, 602, 0 },
468 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 271, 135, 135, 0 },
469 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 277, 521, 521, 0 },
470 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 320, 159, 159, 0 },
471 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 399, 167, 167, 0 },
472 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 422, 187, 187, 0 },
473 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 431, 568, 568, 0 },
474 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 489, 501, 501, 0 },
475 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 506, 203, 203, 0 },
476 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 542, 228, 228, 0 },
477 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 641, 286, 286, 0 },
478 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
479};
481 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x21D, 0x5F4, 0x39E, 3, 0, 0, 0 },
482 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x221, 0x138, 0x7A, 7, 0, 0, 0 },
483 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x30, 0, 0, 0, 0, 0 },
484 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC8, 0xFFF0, 0, 0, 0, 0, 0 },
485 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
486};
487void (*stageFuncs[])(void) = {
489};
#define NULL
Definition common.h:17
signed int s32
Definition common.h:11
unsigned short u16
Definition common.h:10
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
#define TASK_RUN
Definition task.h:35
#define TASK_KILL
Definition task.h:37
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
Definition task.h:34
#define TASK_DONE
Definition task.h:36
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#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_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
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 CARD(id)
a card: the player has one, or gets or loses one
Definition game_state.h:82
#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,...
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ 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_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
#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 SPECIAL_STORY_GENJI_BEATEN_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_GENJI_BEATEN to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1A])
Definition story.h:1941
#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_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_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_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_GENJI_BEATEN_TO_MOVIE_BATTLES
GAME.progress is from STORY_GENJI_BEATEN to 0x2C (PROGRESS_RANGES[2]); nothing sets 0x2C,...
Definition story.h:1869
#define FLAG_MITCH_FOUGHT
wstag335 (Wire Forest Entrance): Tamer Mitch says "Hey you, let's Digimon Battle!" and starts a Digim...
Definition story.h:821
#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
The task a stage starts (startStage), updated by its updateStage.
Definition stage.h:26
void(* nextState)(struct StageTask *task)
Definition stage.h:27
s32 state
Definition stage.h:27
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 wstag335.c:373
FieldActorEntry actor0
Definition wstag335.c:415
AreaBattle battles2Area2Battle1
Definition wstag335.c:210
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag335.c:487
FieldActorEntry actor6
Definition wstag335.c:421
AreaBattle battles1Area3Battle5
Definition wstag335.c:175
u16 actor7Talk1Conditions[]
Definition wstag335.c:315
BattleList battles1Area1Battles
Definition wstag335.c:152
u16 actor0Talk0Conditions[]
Definition wstag335.c:254
u16 actor5Talk3Conditions[]
Definition wstag335.c:307
AreaBattle battles0Area1Battle4
Definition wstag335.c:96
FieldTalk actor2Talks[]
Definition wstag335.c:330
AreaBattle battles0Area0Battle3
Definition wstag335.c:82
u16 actor5Talk2Actions[]
Definition wstag335.c:300
BattleList battles2Area1Battles
Definition wstag335.c:204
AreaBattle battles1Area2Battle4
Definition wstag335.c:161
u16 actor0Talk1Conditions[]
Definition wstag335.c:255
u16 actor2Talk1Conditions[]
Definition wstag335.c:266
u16 actor4Talk3Conditions[]
Definition wstag335.c:284
u16 actor4Talk1Actions[]
Definition wstag335.c:277
FieldBattles stageBattles2[]
Definition wstag335.c:241
BattleList battles2Area0Battles
Definition wstag335.c:191
AreaBattle battles0Area1Battle2
Definition wstag335.c:94
BattleList battles0Area3Battles
Definition wstag335.c:126
AreaBattle battles1Area2Battle2
Definition wstag335.c:159
AreaBattle battles1Area0Battle4
Definition wstag335.c:135
BattleList battles1Area3Battles
Definition wstag335.c:178
AreaBattle battles0Area1Battle3
Definition wstag335.c:95
AreaBattle battles2Area1Battle1
Definition wstag335.c:197
BattleList battles0Area0Battles
Definition wstag335.c:87
u16 actor7Talk2Conditions[]
Definition wstag335.c:316
AreaBattle battles2Area1Battle6
Definition wstag335.c:202
u16 actor5Talk0Conditions[]
Definition wstag335.c:291
AreaBattle battles2Area2Battle6
Definition wstag335.c:215
AreaBattle battles2Area2Battle0
Definition wstag335.c:209
AreaBattle battles2Area1Battle4
Definition wstag335.c:200
BattleList battles2Area2Battles
Definition wstag335.c:217
FieldTalk actor5Talks[]
Definition wstag335.c:349
AreaBattle battles2Area1Battle7
Definition wstag335.c:203
AreaBattle battles2Area1Battle5
Definition wstag335.c:201
AreaBattle battles0Area3Battle3
Definition wstag335.c:121
AreaBattle battles2Area0Battle5
Definition wstag335.c:188
AreaBattle battles1Area1Battle5
Definition wstag335.c:149
AreaBattle battles1Area1Battle3
Definition wstag335.c:147
AreaBattle battles1Area0Battle5
Definition wstag335.c:136
FieldActorEntry actor5
Definition wstag335.c:420
AreaBattle battles0Area0Battle7
Definition wstag335.c:86
AreaBattle battles1Area3Battle0
Definition wstag335.c:170
u16 actor1Talk2Actions[]
Definition wstag335.c:263
u16 actor1Talk1Conditions[]
Definition wstag335.c:261
FieldActorEntry actor2
Definition wstag335.c:417
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag335.c:33
AreaBattle battles1Area0Battle6
Definition wstag335.c:137
u16 actor3Talk0Conditions[]
Definition wstag335.c:269
AreaBattle battles1Area0Battle0
Definition wstag335.c:131
AreaBattle battles1Area2Battle6
Definition wstag335.c:163
BattleList battles1Area0Battles
Definition wstag335.c:139
u16 actor7Talk0Conditions[]
Definition wstag335.c:314
AreaBattle battles0Area0Battle5
Definition wstag335.c:84
u16 actor5Talk3Actions[]
Definition wstag335.c:313
FieldActorEntry * stageActors[]
Definition wstag335.c:423
u16 actor0Talk1Actions[]
Definition wstag335.c:256
AreaBattle battles0Area2Battle2
Definition wstag335.c:107
AreaBattle battles1Area1Battle2
Definition wstag335.c:146
AreaBattle battles2Area3Battle6
Definition wstag335.c:228
AreaBattle battles0Area3Battle7
Definition wstag335.c:125
AreaBattle battles2Area3Battle0
Definition wstag335.c:222
AreaBattle battles2Area2Battle5
Definition wstag335.c:214
AreaBattle battles1Area3Battle7
Definition wstag335.c:177
u16 actor4Talk1Conditions[]
Definition wstag335.c:276
AreaBattle battles0Area3Battle1
Definition wstag335.c:119
AreaBattle battles0Area2Battle1
Definition wstag335.c:106
AreaBattle battles2Area0Battle7
Definition wstag335.c:190
AreaBattle battles1Area3Battle2
Definition wstag335.c:172
FieldTalk actor1Talks[]
Definition wstag335.c:324
AreaBattle battles1Area2Battle3
Definition wstag335.c:160
AreaBattle battles1Area3Battle6
Definition wstag335.c:176
AreaBattle battles0Area2Battle3
Definition wstag335.c:108
AreaBattle battles0Area0Battle4
Definition wstag335.c:83
AreaBattle battles0Area3Battle6
Definition wstag335.c:124
BattleList battles0Area2Battles
Definition wstag335.c:113
u16 actor1Talk0Conditions[]
Definition wstag335.c:259
FieldTalk actor0Talks[]
Definition wstag335.c:318
#define STAGE_ARCHIVE
Definition wstag335.c:41
u16 actor3Talk2Conditions[]
Definition wstag335.c:272
AreaBattle battles2Area3Battle7
Definition wstag335.c:229
u16 actor3Talk1Conditions[]
Definition wstag335.c:271
u16 actor2Talk0Actions[]
Definition wstag335.c:265
FieldTalk actor4Talks[]
Definition wstag335.c:342
u16 actor4Conditions[]
Definition wstag335.c:394
FieldActorEntry actor4
Definition wstag335.c:419
u16 actor3Conditions[]
Definition wstag335.c:387
u16 actor2Talk2Conditions[]
Definition wstag335.c:267
AreaBattle battles2Area2Battle7
Definition wstag335.c:216
AreaBattle battles0Area1Battle6
Definition wstag335.c:98
AreaBattle battles0Area2Battle0
Definition wstag335.c:105
AreaBattle battles1Area1Battle1
Definition wstag335.c:145
AreaBattle battles2Area3Battle2
Definition wstag335.c:224
AreaBattle battles0Area2Battle5
Definition wstag335.c:110
AreaBattle battles1Area0Battle3
Definition wstag335.c:134
ActorImage stageImages[]
Definition wstag335.c:244
AreaBattle battles2Area3Battle5
Definition wstag335.c:227
AreaBattle battles2Area0Battle1
Definition wstag335.c:184
AreaBattle battles0Area1Battle5
Definition wstag335.c:97
BattleList battles0Area1Battles
Definition wstag335.c:100
AreaBattle battles0Area2Battle4
Definition wstag335.c:109
AreaBattle battles2Area1Battle3
Definition wstag335.c:199
FieldTalk actor6Talks[]
Definition wstag335.c:356
void setupStage(void)
Sets the stage up: its map, actors and battles, playing FIELDBGM; BGM_0029 instead at story steps 0x2...
Definition wstag335.c:48
AreaBattle battles2Area3Battle4
Definition wstag335.c:226
FieldBattles stageBattles0[]
Defined below, after the code that uses them.
Definition wstag335.c:235
u16 actor4Talk0Conditions[]
Definition wstag335.c:274
BattleList battles2Area3Battles
Definition wstag335.c:230
AreaBattle battles1Area3Battle4
Definition wstag335.c:174
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag335.c:434
AreaBattle battles2Area2Battle4
Definition wstag335.c:213
AreaBattle battles2Area0Battle4
Definition wstag335.c:187
AreaBattle battles0Area1Battle7
Definition wstag335.c:99
AreaBattle battles1Area1Battle4
Definition wstag335.c:148
AreaBattle battles0Area3Battle4
Definition wstag335.c:122
u16 actor5Conditions[]
Definition wstag335.c:401
FieldTalk actor3Talks[]
Definition wstag335.c:336
u16 actor3Talk2Actions[]
Definition wstag335.c:273
AreaBattle battles0Area2Battle6
Definition wstag335.c:111
u16 actor0Talk2Actions[]
Definition wstag335.c:258
AreaBattle battles1Area2Battle0
Definition wstag335.c:157
u16 actor2Talk0Conditions[]
Definition wstag335.c:264
AreaBattle battles0Area0Battle1
Definition wstag335.c:80
u16 actor2Talk2Actions[]
Definition wstag335.c:268
BattleList battles1Area2Battles
Definition wstag335.c:165
AreaBattle battles1Area2Battle5
Definition wstag335.c:162
u16 actor6Conditions[]
Definition wstag335.c:408
u16 actor0Talk2Conditions[]
Definition wstag335.c:257
AreaBattle battles1Area1Battle0
Definition wstag335.c:144
FieldActorEntry actor7
Definition wstag335.c:422
StageSlot stageSlots[]
Definition wstag335.c:480
u16 actor1Talk0Actions[]
Definition wstag335.c:260
u16 actor5Talk1Conditions[]
Definition wstag335.c:292
AreaBattle battles2Area0Battle0
Definition wstag335.c:183
AreaBattle battles1Area3Battle3
Definition wstag335.c:173
AreaBattle battles2Area0Battle6
Definition wstag335.c:189
u16 actor5Talk2Conditions[]
Definition wstag335.c:294
u16 actor1Talk2Conditions[]
Definition wstag335.c:262
FieldActorEntry actor1
Definition wstag335.c:416
AreaBattle battles2Area2Battle2
Definition wstag335.c:211
#define STAGE_FILE
Definition wstag335.c:40
u16 actor4Talk0Actions[]
Definition wstag335.c:275
AreaBattle battles2Area0Battle2
Definition wstag335.c:185
AreaBattle battles0Area0Battle0
Definition wstag335.c:79
AreaBattle battles0Area2Battle7
Definition wstag335.c:112
AreaBattle battles1Area2Battle1
Definition wstag335.c:158
AreaBattle battles1Area0Battle7
Definition wstag335.c:138
AreaBattle battles0Area1Battle1
Definition wstag335.c:93
u16 actor7Conditions[]
Definition wstag335.c:414
AreaBattle battles0Area3Battle2
Definition wstag335.c:120
AreaBattle battles1Area2Battle7
Definition wstag335.c:164
u16 actor2Conditions[]
Definition wstag335.c:380
FieldTalk actor7Talks[]
Definition wstag335.c:360
AreaBattle battles2Area3Battle1
Definition wstag335.c:223
AreaBattle battles0Area1Battle0
Definition wstag335.c:92
AreaBattle battles0Area3Battle5
Definition wstag335.c:123
u16 actor4Talk3Actions[]
Definition wstag335.c:290
AreaBattle battles2Area0Battle3
Definition wstag335.c:186
#define STAGE_TEXT
Definition wstag335.c:39
AreaBattle battles1Area0Battle1
Definition wstag335.c:132
AreaBattle battles1Area1Battle6
Definition wstag335.c:150
AreaBattle battles2Area2Battle3
Definition wstag335.c:212
u16 actor3Talk0Actions[]
Definition wstag335.c:270
u16 actor5Talk1Actions[]
Definition wstag335.c:293
AreaBattle battles0Area0Battle2
Definition wstag335.c:81
AreaBattle battles2Area1Battle0
Definition wstag335.c:196
AreaBattle battles0Area3Battle0
Definition wstag335.c:118
u16 actor4Talk2Conditions[]
Definition wstag335.c:278
AreaBattle battles0Area0Battle6
Definition wstag335.c:85
AreaBattle battles1Area1Battle7
Definition wstag335.c:151
AreaBattle battles1Area3Battle1
Definition wstag335.c:171
FieldActorEntry actor3
Definition wstag335.c:418
AreaBattle battles2Area3Battle3
Definition wstag335.c:225
AreaBattle battles1Area0Battle2
Definition wstag335.c:133
AreaBattle battles2Area1Battle2
Definition wstag335.c:198
FieldBattles stageBattles1[]
Definition wstag335.c:238
u16 actor0Conditions[]
Definition wstag335.c:366
u16 actor7Talk2Actions[]
Definition wstag335.c:317