Digimon World 3 decomp
The European version, SLES_039.36
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wstag340.c
Go to the documentation of this file.
1/*
2 * WSTAG340: Shell Beach, Central Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 };
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
14#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
15#define STAGE_FILE 0x392
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
18#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
19#define STAGE_FILE 0x3A2
20#endif
21/*
22 * Sets the stage up: its map, actors, battles and events, playing the
23 * ambience ENV_0014; BGM_0029 instead at story steps 0x27 to 0x28; battle
24 * list 0 before STORY_SUZAKU_BADGE, 1 from then on
25 */
56
58 SCRIPT_WALK(2, 0x1C0, 0x270, 1),
59 SCRIPT_POSE(0x11A, 7, 5),
62 SCRIPT_POSE(2, 1, 1),
63 SCRIPT_WAIT(0x1E),
64 SCRIPT_TALK(0, 1, 0x11A, 1),
66 SCRIPT_COMMAND(0x323, 0x325, 2),
68 SCRIPT_WAIT(0x78),
69 SCRIPT_COMMAND(0x323, 0x326, 2),
70 SCRIPT_WAIT(0x1E),
71 SCRIPT_TALK(0, 2, 2, 2),
72 SCRIPT_POSE(2, 7, 1),
74 SCRIPT_POSE(2, 1, 1),
75 SCRIPT_WAIT(0x1E),
76 SCRIPT_TALK(0, 3, 0x11A, 1),
78 SCRIPT_POSE(0x11A, 7, 3),
79 SCRIPT_WAIT(0x1E),
80 SCRIPT_POSE(0x11A, 1, 1),
81 SCRIPT_WAIT(0x1E),
83};
193 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
194 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
195 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
196 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
197 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
198 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
199 { 0x140, 0x100, 0x172, 0x181, 0xC8, 0x81, 0x150, 0x1FF },
200 { 0x140, 0x100, 0x172, 0x1A1, 0xC8, 0xA1, 0x160, 0x1FF },
201};
215 ITEM(0, 5), 0,
216 ITEM(0, 0x192), 1,
217 CODES_END,
218};
219u16 actor2Talk3Actions[] = { ITEM(0, 5), 1, START_EVENT(0x47), 1, CODES_END };
223 ITEM(0, 5), 1,
224 ITEM(0, 0x192), 1,
225 CODES_END,
226};
238 ITEM(0, 0x192), 1,
240 ITEM(0, 5), 0,
242 CODES_END,
243};
244u16 actor3Talk3Actions[] = { ITEM(0, 5), 1, START_EVENT(0x47), 1, CODES_END };
247 ITEM(0, 0x192), 1,
249 ITEM(0, 5), 1,
250 CODES_END,
251};
253 { NULL, NULL, 0x293 },
254 { NULL, NULL, 0 },
255};
257 { NULL, NULL, 0x292 },
258 { NULL, NULL, 0 },
259};
277 { NULL, NULL, 0x292 },
278 { NULL, NULL, 0 },
279};
299 &actor0,
300 &actor1,
301 &actor2,
302 &actor3,
303 &actor4,
304 NULL,
305};
307 { 1, 0, 0x40, 2, 5, 1, 5, 0xA, 8, 0, 395, 85, 0, 0 },
308 { 1, 0, 0x40, 2, 5, 1, 5, 0xA, 8, 0, 698, 285, 0, 0 },
309 { 1, 0, 0x50, 2, 0xB, 0, 0, 0, 0, 0, 688, 97, 0, 0 },
310 { 1, 0, 0x72, 2, 0xC, 0, 0, 0, 0, 0, 784, 47, 0, 0 },
311 { 1, 0, 0x80, 2, 0xD, 0, 0, 0, 0, 0, 640, 128, 0, 0 },
312 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 72, 562, 0, 0 },
313 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 271, 529, 0, 0 },
314 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 677, 747, 0, 0 },
315 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 224, 557, 0, 0 },
316 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 309, 704, 0, 0 },
317 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 290, 716, 0, 0 },
318 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 698, 747, 0, 0 },
319 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 83, 463, 0, 0 },
320 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 47, 385, 0, 0 },
321 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 146, 531, 0, 0 },
322 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 37, 375, 0, 0 },
323 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 90, 472, 0, 0 },
324 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 218, 638, 0, 0 },
325 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 75, 550, 0, 0 },
326 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 96, 549, 0, 0 },
327 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 182, 545, 0, 0 },
328 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 288, 706, 0, 0 },
329 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 310, 714, 0, 0 },
330 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 321, 691, 0, 0 },
331 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 494, 763, 0, 0 },
332 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 514, 149, 0, 0 },
333 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 671, 111, 0, 0 },
334 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 799, 48, 0, 0 },
335 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 811, 36, 0, 0 },
336 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 817, 43, 0, 0 },
337 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 496, 558, 575, 0 },
338 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 509, 517, 543, 0 },
339 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 514, 471, 489, 0 },
340 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 676, 390, 407, 0 },
341 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 276, 499, 511, 0 },
342 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 224, 271, 271, 0 },
343 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 256, 239, 239, 0 },
344 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 320, 255, 255, 0 },
345 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 390, 243, 243, 0 },
346 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 464, 247, 247, 0 },
347 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 528, 231, 231, 0 },
348 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 592, 343, 343, 0 },
349 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 656, 375, 375, 0 },
350 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
351};
353 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x21D, 0x102, 0x3AC, 5, 0, 0, 0 },
354 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 4, 1 },
355 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x3C, 0, 0, 0, 0, 0 },
356 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 8, 0, 0, 0, 0, 0 },
357 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0xFFE8, 0, 0, 0, 0, 0 },
358 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x40, 0, 0, 0, 0, 0 },
359 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
360};
361void (*stageFuncs[])(void) = {
363};
365 { 1310, script1310, EVENT_TEXT(0x26), NULL, NULL },
366 { -1, NULL, 0, NULL, NULL },
367};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
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 EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#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 FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
Definition field_map.h:44
#define SLOT_GAUGE
the gauge game
Definition field_map.h:261
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#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 SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SLOT_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#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_COAST
ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape.
Definition sound.h:130
#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,...
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ 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_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
#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 FLAG_TAI_KONG_WANG_POLE_TALKED
wstag340 Shell Beach: Tai Kong Wang offers to make a fishing pole from a pole, string and hook; teste...
Definition story.h:1085
#define FLAG_TAI_KONG_WANG_TALKED
wstag340 Shell Beach: Fisherman Tai Kong Wang introduces himself once; set there, later talks differ
Definition story.h:1136
#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_HAS_FISHING_POLE_PARTS
the player has a Red Snapper, a Spider Web and a Bamboo Spear (items 7, 0x59 and 0xA7,...
Definition story.h:1673
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
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
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
FieldEvent * events
up to the first id -1
Definition field_map.h:451
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
AreaBattle place1Area2Battle4
Definition wstag340.c:166
u16 actor1Conditions[]
Definition wstag340.c:281
FieldActorEntry actor0
Definition wstag340.c:293
AreaBattle place1Area1Battle2
Definition wstag340.c:151
AreaBattle place1Area0Battle3
Definition wstag340.c:139
AreaBattle place0Area1Battle2
Definition wstag340.c:99
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag340.c:361
AreaBattle place1Area1Battle5
Definition wstag340.c:154
AreaBattle place0Area0Battle6
Definition wstag340.c:90
AreaBattle place0Area1Battle7
Definition wstag340.c:104
FieldTalk actor2Talks[]
Definition wstag340.c:260
u16 actor3Talk3Conditions[]
Definition wstag340.c:237
u16 actor2Talk1Conditions[]
Definition wstag340.c:204
AreaBattle place0Area3Battle0
Definition wstag340.c:123
AreaBattle place0Area1Battle5
Definition wstag340.c:102
BattleList place0Area3Battles
Definition wstag340.c:131
AreaBattle place1Area0Battle6
Definition wstag340.c:142
AreaBattle place1Area0Battle1
Definition wstag340.c:137
AreaBattle place1Area2Battle7
Definition wstag340.c:169
AreaBattle place1Area3Battle3
Definition wstag340.c:178
AreaBattle place0Area2Battle1
Definition wstag340.c:111
u16 actor3Talk4Conditions[]
Definition wstag340.c:245
AreaBattle place0Area1Battle0
Definition wstag340.c:97
AreaBattle place0Area2Battle0
Definition wstag340.c:110
BattleList place0Area2Battles
Definition wstag340.c:118
BattleList place1Area1Battles
Definition wstag340.c:157
AreaBattle place1Area1Battle7
Definition wstag340.c:156
AreaBattle place0Area0Battle1
Definition wstag340.c:85
AreaBattle place0Area3Battle7
Definition wstag340.c:130
AreaBattle place1Area3Battle5
Definition wstag340.c:180
AreaBattle place1Area3Battle7
Definition wstag340.c:182
FieldActorEntry actor2
Definition wstag340.c:295
AreaBattle place1Area1Battle4
Definition wstag340.c:153
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag340.c:11
u16 actor3Talk0Conditions[]
Definition wstag340.c:227
AreaBattle place0Area0Battle2
Definition wstag340.c:86
FieldActorEntry * stageActors[]
Definition wstag340.c:298
AreaBattle place0Area0Battle4
Definition wstag340.c:88
u16 actor2Talk3Conditions[]
Definition wstag340.c:212
BattleList place0Area1Battles
Definition wstag340.c:105
AreaBattle place0Area1Battle4
Definition wstag340.c:101
AreaBattle place1Area2Battle0
Definition wstag340.c:162
BattleList place1Area0Battles
Definition wstag340.c:144
FieldTalk actor1Talks[]
Definition wstag340.c:256
AreaBattle place0Area3Battle1
Definition wstag340.c:124
FieldTalk actor0Talks[]
Definition wstag340.c:252
AreaBattle place0Area3Battle2
Definition wstag340.c:125
AreaBattle place1Area2Battle2
Definition wstag340.c:164
u16 actor3Talk2Conditions[]
Definition wstag340.c:230
u16 actor3Talk1Conditions[]
Definition wstag340.c:229
AreaBattle place1Area3Battle2
Definition wstag340.c:177
u16 actor2Talk0Actions[]
Definition wstag340.c:203
FieldTalk actor4Talks[]
Definition wstag340.c:276
u16 actor4Conditions[]
Definition wstag340.c:292
FieldActorEntry actor4
Definition wstag340.c:297
u16 actor3Conditions[]
Definition wstag340.c:291
u16 actor2Talk2Conditions[]
Definition wstag340.c:205
AreaBattle place0Area0Battle7
Definition wstag340.c:91
AreaBattle place1Area3Battle0
Definition wstag340.c:175
u16 actor2Talk3Actions[]
Definition wstag340.c:219
ActorImage stageImages[]
Definition wstag340.c:192
AreaBattle place0Area1Battle6
Definition wstag340.c:103
s16 script1310[]
Definition wstag340.c:57
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0014; BGM_0029 inste...
Definition wstag340.c:26
AreaBattle place0Area1Battle3
Definition wstag340.c:100
AreaBattle place0Area3Battle4
Definition wstag340.c:127
AreaBattle place0Area2Battle6
Definition wstag340.c:116
AreaBattle place0Area0Battle3
Definition wstag340.c:87
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag340.c:306
FieldTalk actor3Talks[]
Definition wstag340.c:268
AreaBattle place0Area2Battle4
Definition wstag340.c:114
u16 actor3Talk2Actions[]
Definition wstag340.c:236
AreaBattle place1Area1Battle1
Definition wstag340.c:150
BattleList place1Area2Battles
Definition wstag340.c:170
u16 actor2Talk0Conditions[]
Definition wstag340.c:202
AreaBattle place1Area2Battle3
Definition wstag340.c:165
AreaBattle place1Area1Battle3
Definition wstag340.c:152
u16 actor2Talk2Actions[]
Definition wstag340.c:211
u16 actor3Talk3Actions[]
Definition wstag340.c:244
AreaBattle place0Area3Battle6
Definition wstag340.c:129
AreaBattle place0Area3Battle3
Definition wstag340.c:126
AreaBattle place1Area2Battle1
Definition wstag340.c:163
StageSlot stageSlots[]
Definition wstag340.c:352
BattleList place1Area3Battles
Definition wstag340.c:183
AreaBattle place1Area2Battle5
Definition wstag340.c:167
AreaBattle place1Area1Battle6
Definition wstag340.c:155
AreaBattle place1Area0Battle2
Definition wstag340.c:138
BattleList place0Area0Battles
Definition wstag340.c:92
AreaBattle place0Area2Battle3
Definition wstag340.c:113
AreaBattle place1Area3Battle6
Definition wstag340.c:181
AreaBattle place1Area0Battle0
Definition wstag340.c:136
FieldActorEntry actor1
Definition wstag340.c:294
#define STAGE_FILE
Definition wstag340.c:19
AreaBattle place1Area3Battle1
Definition wstag340.c:176
AreaBattle place0Area0Battle5
Definition wstag340.c:89
AreaBattle place1Area1Battle0
Definition wstag340.c:149
AreaBattle place0Area3Battle5
Definition wstag340.c:128
AreaBattle place0Area2Battle2
Definition wstag340.c:112
u16 actor2Conditions[]
Definition wstag340.c:286
AreaBattle place1Area0Battle5
Definition wstag340.c:141
AreaBattle place1Area2Battle6
Definition wstag340.c:168
AreaBattle place1Area0Battle7
Definition wstag340.c:143
AreaBattle place0Area2Battle7
Definition wstag340.c:117
#define STAGE_TEXT
Definition wstag340.c:17
AreaBattle place1Area0Battle4
Definition wstag340.c:140
u16 actor2Talk4Conditions[]
Definition wstag340.c:220
u16 actor3Talk0Actions[]
Definition wstag340.c:228
AreaBattle place0Area1Battle1
Definition wstag340.c:98
AreaBattle place0Area2Battle5
Definition wstag340.c:115
FieldActorEntry actor3
Definition wstag340.c:296
FieldBattles stageBattles[]
Definition wstag340.c:188
AreaBattle place0Area0Battle0
Definition wstag340.c:84
FieldEvent stageEvents[]
Definition wstag340.c:364
AreaBattle place1Area3Battle4
Definition wstag340.c:179
u16 actor0Conditions[]
Definition wstag340.c:280