Digimon World 3 decomp
The European version, SLES_039.36
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wstag336.c
Go to the documentation of this file.
1/*
2 * WSTAG336: Wire Forest Entrance, Central Sector. On the Amaterasu server; its
3 * Asuka server twin is WSTAG335.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
14#define STAGE_FILE 0x561
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
17#define STAGE_FILE 0x571
18#endif
19/*
20 * Sets the stage up: its map, actors and battles, playing FIELDBGM; BGM_0029
21 * instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
22 */
46
73AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
76AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
77AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
87AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
88AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
91AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
103 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
104 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
105 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
106 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
107 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
108 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
109 { 0x140, 0x100, 0x166, 0x118, 0x98, 0x18, 0x150, 0x1FF },
110 { 0x140, 0x100, 0x16E, 0x118, 0xB8, 0x18, 0x160, 0x1FF },
111 { 0x140, 0x100, 0x176, 0x118, 0xD8, 0x18, 0x170, 0x1FF },
112 { 0x140, 0x100, 0x154, 0x130, 0x50, 0x30, 0x140, 0x1FE },
113};
115 { NULL, NULL, 0x2F },
116 { NULL, NULL, 0 },
117};
119 { NULL, NULL, 0x2C },
120 { NULL, NULL, 0 },
121};
123 { NULL, NULL, 0x2E },
124 { NULL, NULL, 0 },
125};
127 { NULL, NULL, 0x30 },
128 { NULL, NULL, 0 },
129};
131 { NULL, NULL, 0x2B },
132 { NULL, NULL, 0 },
133};
135 { NULL, NULL, 0x2D },
136 { NULL, NULL, 0 },
137};
167 &actor0,
168 &actor1,
169 &actor2,
170 &actor3,
171 &actor4,
172 &actor5,
173 NULL,
174};
176 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 197, 606, 0, 0 },
177 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 351, -16, 0, 0 },
178 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 511, 284, 0, 0 },
179 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 27, 509, 0, 0 },
180 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 255, 408, 0, 0 },
181 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 28, 586, 0, 0 },
182 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 160, 515, 0, 0 },
183 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 183, 378, 0, 0 },
184 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 184, 226, 226, 0 },
185 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 232, 250, 250, 0 },
186 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 243, 544, 544, 0 },
187 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 267, 602, 602, 0 },
188 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 271, 135, 135, 0 },
189 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 277, 521, 521, 0 },
190 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 320, 159, 159, 0 },
191 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 399, 167, 167, 0 },
192 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 422, 187, 187, 0 },
193 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 431, 568, 568, 0 },
194 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 489, 501, 501, 0 },
195 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 506, 203, 203, 0 },
196 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 542, 228, 228, 0 },
197 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 641, 286, 286, 0 },
198 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
199};
201 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28C, 0x5F4, 0x39E, 3, 0, 0, 0 },
202 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x290, 0x138, 0x7A, 7, 0, 0, 0 },
203 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x30, 0, 0, 0, 0, 0 },
204 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC8, 0xFFF0, 0, 0, 0, 0, 0 },
205 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
206};
207void (*stageFuncs[])(void) = {
209};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
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 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 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_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_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 FLAG_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
Definition story.h:1031
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
#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_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
Definition story.h:1932
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
s32(* checkCondition)(u16 code, u16 value)
Definition game_state.h:53
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 wstag336.c:143
AreaBattle area2Battle7
Definition wstag336.c:80
FieldActorEntry actor0
Definition wstag336.c:160
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag336.c:207
FieldTalk actor2Talks[]
Definition wstag336.c:122
AreaBattle area2Battle6
Definition wstag336.c:79
FieldTalk actor5Talks[]
Definition wstag336.c:134
AreaBattle area1Battle6
Definition wstag336.c:66
FieldActorEntry actor5
Definition wstag336.c:165
AreaBattle area0Battle7
Definition wstag336.c:54
FieldActorEntry actor2
Definition wstag336.c:162
AreaBattle area3Battle4
Definition wstag336.c:90
AreaBattle area3Battle3
Definition wstag336.c:89
AreaBattle area0Battle1
Definition wstag336.c:48
AreaBattle area2Battle0
Definition wstag336.c:73
FieldActorEntry * stageActors[]
Definition wstag336.c:166
AreaBattle area1Battle2
Definition wstag336.c:62
AreaBattle area3Battle0
Definition wstag336.c:86
AreaBattle area0Battle6
Definition wstag336.c:53
FieldTalk actor1Talks[]
Definition wstag336.c:118
AreaBattle area3Battle2
Definition wstag336.c:88
FieldTalk actor0Talks[]
Definition wstag336.c:114
AreaBattle area3Battle1
Definition wstag336.c:87
AreaBattle area0Battle3
Definition wstag336.c:50
FieldTalk actor4Talks[]
Definition wstag336.c:130
u16 actor4Conditions[]
Definition wstag336.c:154
FieldActorEntry actor4
Definition wstag336.c:164
u16 actor3Conditions[]
Definition wstag336.c:153
AreaBattle area3Battle6
Definition wstag336.c:92
ActorImage stageImages[]
Definition wstag336.c:102
void setupStage(void)
Sets the stage up: its map, actors and battles, playing FIELDBGM; BGM_0029 instead except at STORY_PR...
Definition wstag336.c:23
AreaBattle area2Battle4
Definition wstag336.c:77
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag336.c:175
u16 actor5Conditions[]
Definition wstag336.c:159
FieldTalk actor3Talks[]
Definition wstag336.c:126
BattleList area3Battles
Definition wstag336.c:94
AreaBattle area3Battle5
Definition wstag336.c:91
AreaBattle area0Battle5
Definition wstag336.c:52
BattleList area1Battles
Definition wstag336.c:68
BattleList area2Battles
Definition wstag336.c:81
AreaBattle area1Battle4
Definition wstag336.c:64
AreaBattle area2Battle2
Definition wstag336.c:75
AreaBattle area1Battle5
Definition wstag336.c:65
StageSlot stageSlots[]
Definition wstag336.c:200
AreaBattle area2Battle1
Definition wstag336.c:74
AreaBattle area1Battle3
Definition wstag336.c:63
AreaBattle area1Battle0
Definition wstag336.c:60
FieldActorEntry actor1
Definition wstag336.c:161
AreaBattle area0Battle0
Definition wstag336.c:47
AreaBattle area0Battle2
Definition wstag336.c:49
#define STAGE_FILE
Definition wstag336.c:17
AreaBattle area2Battle5
Definition wstag336.c:78
AreaBattle area1Battle1
Definition wstag336.c:61
AreaBattle area2Battle3
Definition wstag336.c:76
u16 actor2Conditions[]
Definition wstag336.c:148
AreaBattle area0Battle4
Definition wstag336.c:51
#define STAGE_TEXT
Definition wstag336.c:16
AreaBattle area3Battle7
Definition wstag336.c:93
BattleList area0Battles
Definition wstag336.c:55
AreaBattle area1Battle7
Definition wstag336.c:67
FieldActorEntry actor3
Definition wstag336.c:163
FieldBattles stageBattles[]
Definition wstag336.c:99
u16 actor0Conditions[]
Definition wstag336.c:138