Digimon World 3 decomp
The European version, SLES_039.36
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wstag341.c
Go to the documentation of this file.
1/*
2 * WSTAG341: Shell Beach, Central Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG340.
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 0x565
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
17#define STAGE_FILE 0x575
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, 0x15C, 0x19F, 0x70, 0x9F, 0x150, 0x1FF },
110 { 0x140, 0x100, 0x164, 0x1A7, 0x90, 0xA7, 0x160, 0x1FF },
111 { 0x140, 0x100, 0x16C, 0x1A7, 0xB0, 0xA7, 0x170, 0x1FF },
112 { 0x140, 0x100, 0x174, 0x1A7, 0xD0, 0xA7, 0x140, 0x1FE },
113 { 0x140, 0x100, 0x176, 0x151, 0xD8, 0x51, 0x150, 0x1FE },
114 { 0x180, 0x100, 0x18A, 0x100, 0x128, 0, 0x160, 0x1FE },
115 { 0x180, 0x100, 0x192, 0x100, 0x148, 0, 0x170, 0x1FE },
116 { 0x180, 0x100, 0x19A, 0x100, 0x168, 0, 0x140, 0x1FD },
117 { 0x180, 0x100, 0x1A2, 0x100, 0x188, 0, 0x150, 0x1FD },
118 { 0x140, 0x100, 0x15C, 0x177, 0x70, 0x77, 0x160, 0x1FD },
119};
121u16 actor12Talk1Conditions[] = { FLAG(0, 0), 0, ITEM(3, 0x9A), 0, CODES_END };
123u16 actor12Talk2Conditions[] = { FLAG(0, 0), 1, ITEM(3, 0x9A), 0, ITEM(2, 0x96), 0, CODES_END };
124u16 actor12Talk3Conditions[] = { FLAG(0, 0), 1, ITEM(3, 0x9A), 0, ITEM(2, 0x96), 1, CODES_END };
126 ITEM(3, 0x9A), 1,
127 ITEM(3, 0x99), 0,
128 ITEM(2, 0x96), 0,
130 CODES_END,
131};
133 { NULL, NULL, 0x38 },
134 { NULL, NULL, 0 },
135};
137 { NULL, NULL, 0x3A },
138 { NULL, NULL, 0 },
139};
141 { NULL, NULL, 0x3C },
142 { NULL, NULL, 0 },
143};
145 { NULL, NULL, 0x3B },
146 { NULL, NULL, 0 },
147};
149 { NULL, NULL, 0x35 },
150 { NULL, NULL, 0 },
151};
153 { NULL, NULL, 0x32 },
154 { NULL, NULL, 0 },
155};
157 { NULL, NULL, 0x37 },
158 { NULL, NULL, 0 },
159};
161 { NULL, NULL, 0x39 },
162 { NULL, NULL, 0 },
163};
165 { NULL, NULL, 0x34 },
166 { NULL, NULL, 0 },
167};
169 { NULL, NULL, 0x36 },
170 { NULL, NULL, 0 },
171};
173 { NULL, NULL, 0x31 },
174 { NULL, NULL, 0 },
175};
177 { NULL, NULL, 0x33 },
178 { NULL, NULL, 0 },
179};
226 ITEM(3, 0x99), 1,
227 ITEM(3, 0x9A), 0,
228 CODES_END,
229};
236FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x9D, 0xA, 299, 282, 3 };
237FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x9D, 0xA, 299, 282, 3 };
238FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x9E, 0xB, 288, 424, 7 };
239FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x9E, 0xB, 288, 424, 7 };
244 &actor0,
245 &actor1,
246 &actor2,
247 &actor3,
248 &actor4,
249 &actor5,
250 &actor6,
251 &actor7,
252 &actor8,
253 &actor9,
254 &actor10,
255 &actor11,
256 &actor12,
257 NULL,
258};
260 { 1, 0, 0x50, 2, 5, 0, 0, 0, 0, 0, 392, 90, 0, 0 },
261 { 1, 0, 0x50, 2, 5, 0, 0, 0, 0, 0, 696, 287, 0, 0 },
262 { 1, 0, 0x50, 2, 0xB, 0, 0, 0, 0, 0, 688, 97, 0, 0 },
263 { 1, 0, 0x72, 2, 0xC, 0, 0, 0, 0, 0, 784, 47, 0, 0 },
264 { 1, 0, 0x80, 2, 0xD, 0, 0, 0, 0, 0, 640, 128, 0, 0 },
265 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 98, 416, 0, 0 },
266 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 257, 640, 0, 0 },
267 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 642, 721, 0, 0 },
268 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 307, 524, 0, 0 },
269 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 457, 693, 0, 0 },
270 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 794, 50, 0, 0 },
271 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 496, 558, 575, 0 },
272 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 509, 517, 543, 0 },
273 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 514, 471, 489, 0 },
274 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 276, 499, 511, 0 },
275 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 676, 390, 407, 0 },
276 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 224, 271, 271, 0 },
277 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 256, 239, 239, 0 },
278 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 320, 255, 255, 0 },
279 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 390, 243, 243, 0 },
280 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 464, 247, 247, 0 },
281 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 528, 231, 231, 0 },
282 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 592, 343, 343, 0 },
283 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 656, 375, 375, 0 },
284 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
285};
287 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28C, 0x102, 0x3AC, 5, 0, 0, 0 },
288 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 0xE, 1 },
289 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x3C, 0, 0, 0, 0, 0 },
290 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 8, 0, 0, 0, 0, 0 },
291 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0xFFE8, 0, 0, 0, 0, 0 },
292 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x40, 0, 0, 0, 0, 0 },
293 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
294};
295void (*stageFuncs[])(void) = {
297};
#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
#define SLOT_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define CODES_END
Definition game_state.h:83
#define ITEM(kind, id)
an item, in the bag or equipped; kind (bits 9-11) isn't read, and the scripts set it after the item's...
Definition game_state.h:80
#define 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 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 SPECIAL_GUILMON_LEVEL_45
PARTNER_GUILMON is unlocked and at level 45 or more.
Definition story.h:1759
#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
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#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_GUILMON_IN_PARTY
PARTNER_GUILMON is in the party.
Definition story.h:1719
#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_STORY_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
Definition story.h:1932
#define SPECIAL_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
Definition field_map.h:402
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
Definition field_map.h:411
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
Definition field_map.h:422
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
Definition field_map.h:100
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
Definition field_map.h:104
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
Definition field_map.h:445
s32 soundBank
SOUND.loadBank's, or 0.
Definition field_map.h:459
StageTile * objects
the map objects, up to the first margin 0
Definition field_map.h:446
s32 imageFile
or an image archive file, or 0
Definition field_map.h:449
FieldBattles * battles
Definition field_map.h:450
Vec2 start
where the player starts
Definition field_map.h:456
StageSlot * slots
up to the first type 0
Definition field_map.h:447
ActorImage * actors
then the actors', from actors[2]
Definition field_map.h:454
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
Definition field_map.h:444
s32 startDir
and its direction
Definition field_map.h:457
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 wstag341.c:192
AreaBattle area2Battle7
Definition wstag341.c:80
FieldActorEntry actor0
Definition wstag341.c:230
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag341.c:295
FieldActorEntry actor6
Definition wstag341.c:236
u16 actor11Conditions[]
Definition wstag341.c:222
FieldTalk actor2Talks[]
Definition wstag341.c:140
AreaBattle area2Battle6
Definition wstag341.c:79
u16 actor10Conditions[]
Definition wstag341.c:217
u16 actor12Talk2Conditions[]
Definition wstag341.c:123
FieldTalk actor5Talks[]
Definition wstag341.c:152
AreaBattle area1Battle6
Definition wstag341.c:66
FieldActorEntry actor5
Definition wstag341.c:235
AreaBattle area0Battle7
Definition wstag341.c:54
FieldActorEntry actor2
Definition wstag341.c:232
AreaBattle area3Battle4
Definition wstag341.c:90
AreaBattle area3Battle3
Definition wstag341.c:89
AreaBattle area0Battle1
Definition wstag341.c:48
AreaBattle area2Battle0
Definition wstag341.c:73
u16 actor9Conditions[]
Definition wstag341.c:216
FieldActorEntry * stageActors[]
Definition wstag341.c:243
AreaBattle area1Battle2
Definition wstag341.c:62
AreaBattle area3Battle0
Definition wstag341.c:86
AreaBattle area0Battle6
Definition wstag341.c:53
FieldTalk actor1Talks[]
Definition wstag341.c:136
AreaBattle area3Battle2
Definition wstag341.c:88
FieldTalk actor0Talks[]
Definition wstag341.c:132
AreaBattle area3Battle1
Definition wstag341.c:87
AreaBattle area0Battle3
Definition wstag341.c:50
FieldActorEntry actor10
Definition wstag341.c:240
FieldTalk actor4Talks[]
Definition wstag341.c:148
u16 actor4Conditions[]
Definition wstag341.c:195
FieldActorEntry actor4
Definition wstag341.c:234
u16 actor3Conditions[]
Definition wstag341.c:194
AreaBattle area3Battle6
Definition wstag341.c:92
FieldTalk actor11Talks[]
Definition wstag341.c:176
FieldActorEntry actor8
Definition wstag341.c:238
ActorImage stageImages[]
Definition wstag341.c:102
FieldTalk actor6Talks[]
Definition wstag341.c:156
void setupStage(void)
Sets the stage up: its map, actors and battles, playing FIELDBGM; BGM_0029 instead except at STORY_PR...
Definition wstag341.c:23
u16 actor12Talk0Conditions[]
Definition wstag341.c:120
AreaBattle area2Battle4
Definition wstag341.c:77
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag341.c:259
FieldActorEntry actor9
Definition wstag341.c:239
u16 actor8Conditions[]
Definition wstag341.c:211
u16 actor12Talk3Conditions[]
Definition wstag341.c:124
u16 actor5Conditions[]
Definition wstag341.c:200
FieldTalk actor10Talks[]
Definition wstag341.c:172
FieldTalk actor3Talks[]
Definition wstag341.c:144
FieldTalk actor9Talks[]
Definition wstag341.c:168
BattleList area3Battles
Definition wstag341.c:94
AreaBattle area3Battle5
Definition wstag341.c:91
AreaBattle area0Battle5
Definition wstag341.c:52
BattleList area1Battles
Definition wstag341.c:68
BattleList area2Battles
Definition wstag341.c:81
FieldActorEntry actor12
Definition wstag341.c:242
AreaBattle area1Battle4
Definition wstag341.c:64
u16 actor6Conditions[]
Definition wstag341.c:205
AreaBattle area2Battle2
Definition wstag341.c:75
u16 actor12Talk1Conditions[]
Definition wstag341.c:121
u16 actor12Talk1Actions[]
Definition wstag341.c:122
AreaBattle area1Battle5
Definition wstag341.c:65
FieldActorEntry actor7
Definition wstag341.c:237
StageSlot stageSlots[]
Definition wstag341.c:286
AreaBattle area2Battle1
Definition wstag341.c:74
AreaBattle area1Battle3
Definition wstag341.c:63
AreaBattle area1Battle0
Definition wstag341.c:60
FieldActorEntry actor11
Definition wstag341.c:241
FieldActorEntry actor1
Definition wstag341.c:231
AreaBattle area0Battle0
Definition wstag341.c:47
AreaBattle area0Battle2
Definition wstag341.c:49
#define STAGE_FILE
Definition wstag341.c:17
AreaBattle area2Battle5
Definition wstag341.c:78
AreaBattle area1Battle1
Definition wstag341.c:61
u16 actor7Conditions[]
Definition wstag341.c:210
AreaBattle area2Battle3
Definition wstag341.c:76
u16 actor2Conditions[]
Definition wstag341.c:193
u16 actor12Talk3Actions[]
Definition wstag341.c:125
FieldTalk actor7Talks[]
Definition wstag341.c:160
AreaBattle area0Battle4
Definition wstag341.c:51
#define STAGE_TEXT
Definition wstag341.c:16
FieldTalk actor8Talks[]
Definition wstag341.c:164
FieldTalk actor12Talks[]
Definition wstag341.c:180
AreaBattle area3Battle7
Definition wstag341.c:93
BattleList area0Battles
Definition wstag341.c:55
AreaBattle area1Battle7
Definition wstag341.c:67
FieldActorEntry actor3
Definition wstag341.c:233
FieldBattles stageBattles[]
Definition wstag341.c:99
u16 actor12Conditions[]
Definition wstag341.c:223
u16 actor0Conditions[]
Definition wstag341.c:187