Digimon World 3 decomp
The European version, SLES_039.36
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wstag345.c
Go to the documentation of this file.
1/*
2 * WSTAG345: Plug Cape, Central Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11/* After event 1264, with Soccer Kid Hide: sets flag 0x1C07 and keeps it from playing again */
12void endEvent1264(void) {
13 FLAGS_00.applyAction(FLAG(0x1C, 7), 1);
14 FLAGS_00.applyAction(FLAG(0x1A, 0x22), 1);
15}
16
17const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 };
18#if VERSION_US || VERSION_JP
19#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
20#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
21#define STAGE_FILE 0x396
22#elif VERSION_EU
23#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
24#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
25#define STAGE_FILE 0x3A6
26#endif
27/*
28 * Sets the stage up: its map, actors, battles and events, playing the
29 * ambience ENV_0014; BGM_0029 instead at story steps 0x27 to 0x28; battle
30 * list 0 before STORY_SUZAKU_BADGE, 1 from then on
31 */
62
64 SCRIPT_WALK(2, 0x3A7, 0x394, 5),
65 SCRIPT_PLACE(0x11B, 0x3C7, 0x385),
66 SCRIPT_POSE(0x11B, 1, 5),
69 SCRIPT_POSE(2, 1, 5),
70 SCRIPT_WALK(0x11B, 0x3E0, 0x378, 5),
71 SCRIPT_WAIT_WALK(0x11B),
72 SCRIPT_POSE(0x11B, 1, 5),
73 SCRIPT_WAIT(0x1E),
74 SCRIPT_POSE(0x11B, 8, 5),
75 SCRIPT_COMMAND(0x323, 0x325, 2),
77 SCRIPT_WAIT_ANIM(0x11B),
78 SCRIPT_POSE(0x11B, 1, 5),
79 SCRIPT_WAIT(0x1E),
80 SCRIPT_POSE(0x11B, 8, 5),
82 SCRIPT_WAIT_ANIM(0x11B),
83 SCRIPT_POSE(0x11B, 1, 5),
84 SCRIPT_COMMAND(0x323, 0x326, 2),
85 SCRIPT_WAIT(0x1E),
86 SCRIPT_POSE(0x11B, 8, 5),
88 SCRIPT_WAIT_ANIM(0x11B),
89 SCRIPT_POSE(0x11B, 1, 5),
90 SCRIPT_WAIT(0x1E),
91 SCRIPT_TALK(0, 1, 0x11B, 2),
93 SCRIPT_WAIT(0x1E),
94 SCRIPT_TALK(0, 2, 2, 1),
95 SCRIPT_POSE(2, 7, 5),
97 SCRIPT_POSE(2, 1, 5),
98 SCRIPT_COMMAND(0x323, 0x325, 0x11B),
99 SCRIPT_WAIT(0x1E),
100 SCRIPT_WAIT(0x3C),
101 SCRIPT_COMMAND(0x323, 0x326, 0x11B),
102 SCRIPT_WAIT(0x1E),
103 SCRIPT_POSE(0x11B, 1, 1),
104 SCRIPT_WAIT(0x1E),
105 SCRIPT_WALK(0x11B, 0x3C7, 0x385, 1),
106 SCRIPT_WAIT_WALK(0x11B),
107 SCRIPT_POSE(0x11B, 1, 1),
108 SCRIPT_WAIT(0x1E),
109 SCRIPT_TALK(0, 3, 0x11B, 2),
111 SCRIPT_WAIT(0x1E),
112 SCRIPT_TALK(0, 4, 2, 1),
113 SCRIPT_POSE(2, 7, 5),
115 SCRIPT_POSE(2, 1, 5),
116 SCRIPT_WAIT(0x1E),
117 SCRIPT_TALK(0, 5, 0x11B, 2),
119 SCRIPT_COMMAND(0x323, 0x325, 2),
120 SCRIPT_WAIT(0x1E),
121 SCRIPT_WAIT(0x5A),
122 SCRIPT_COMMAND(0x323, 0x326, 2),
123 SCRIPT_WAIT(0x1E),
124 SCRIPT_TALK(0, 6, 2, 1),
125 SCRIPT_POSE(2, 7, 5),
127 SCRIPT_POSE(2, 1, 5),
128 SCRIPT_WAIT(0x1E),
129 SCRIPT_TALK(0, 7, 0x11B, 2),
131 SCRIPT_WAIT(0x1E),
132 SCRIPT_TALK(0, 8, 2, 1),
133 SCRIPT_POSE(2, 7, 5),
135 SCRIPT_POSE(2, 1, 5),
136 SCRIPT_WAIT(0x1E),
137 SCRIPT_POSE(2, 1, 1),
138 SCRIPT_WAIT(0x1E),
139 SCRIPT_WALK(2, 0x37F, 0x3A7, 1),
141 SCRIPT_POSE(2, 1, 1),
142 SCRIPT_WAIT(0x1E),
144};
254 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
255 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
256 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
257 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
258 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
259 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
260 { 0x140, 0x100, 0x176, 0x137, 0xD8, 0x37, 0x150, 0x1FF },
261 { 0x140, 0x100, 0x176, 0x157, 0xD8, 0x57, 0x160, 0x1FF },
262 { 0x140, 0x100, 0x176, 0x177, 0xD8, 0x77, 0x170, 0x1FF },
263 { 0x140, 0x100, 0x176, 0x197, 0xD8, 0x97, 0x140, 0x1FE },
264};
265u16 actor2Talk0Conditions[] = { FLAG(0x1A, 0x22), 0, CODES_END };
267 FLAG(0x1A, 0x22), 1,
269 FLAG(0, 0), 0,
270 CODES_END,
271};
274 FLAG(0x1A, 0x22), 1,
276 FLAG(0, 0), 1,
277 CODES_END,
278};
287 FLAG(0x1A, 0x22), 1,
290 ITEM(0, 4), 0,
291 CODES_END,
292};
294 FLAG(0x1A, 0x22), 1,
297 ITEM(0, 4), 1,
298 CODES_END,
299};
300u16 actor4Talk0Conditions[] = { FLAG(0x1A, 0x22), 0, CODES_END };
310 FLAG(0x1A, 0x22), 1,
313 ITEM(0, 4), 0,
314 CODES_END,
315};
317 FLAG(0x1A, 0x22), 1,
320 ITEM(0, 4), 1,
321 CODES_END,
322};
324 { NULL, NULL, 0x1C },
325 { NULL, NULL, 0 },
326};
328 { NULL, NULL, 0x2A0 },
329 { NULL, NULL, 0 },
330};
332 { actor2Talk0Conditions, NULL, 0x29B },
334 { actor2Talk2Conditions, NULL, 0x29E },
336 { actor2Talk4Conditions, NULL, 0x35D },
337 { actor2Talk5Conditions, NULL, 0x29F },
338 { NULL, NULL, 0 },
339};
341 { NULL, NULL, 0x29F },
342 { NULL, NULL, 0 },
343};
345 { actor4Talk0Conditions, NULL, 0x29B },
346 { actor4Talk1Conditions, NULL, 0x29C },
348 { actor4Talk3Conditions, NULL, 0x29E },
349 { actor4Talk4Conditions, NULL, 0x2A1 },
350 { NULL, NULL, 0 },
351};
353 { NULL, NULL, 0x2A1 },
354 { NULL, NULL, 0 },
355};
357 { NULL, NULL, 0x1D },
358 { NULL, NULL, 0 },
359};
383 &actor0,
384 &actor1,
385 &actor2,
386 &actor3,
387 &actor4,
388 &actor5,
389 &actor6,
390 NULL,
391};
393 { 1, 0, 0x40, 2, 1, 1, 1, 6, 8, 0, 330, 524, 0, 0 },
394 { 1, 0, 0x40, 2, 1, 1, 1, 6, 8, 0, 922, 950, 0, 0 },
395 { 1, 0, 0x80, 2, 7, 0, 0, 0, 0, 0, 256, 384, 0, 0 },
396 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 176, 384, 0, 0 },
397 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 212, 597, 0, 0 },
398 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 534, 857, 0, 0 },
399 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 646, 785, 0, 0 },
400 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 820, 685, 0, 0 },
401 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 874, 498, 0, 0 },
402 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 139, 93, 0, 0 },
403 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 148, 223, 0, 0 },
404 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 154, 386, 0, 0 },
405 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 460, 421, 0, 0 },
406 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 651, 773, 0, 0 },
407 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 750, 724, 0, 0 },
408 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 842, 515, 0, 0 },
409 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 185, 199, 0, 0 },
410 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 291, 768, 0, 0 },
411 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 398, 820, 0, 0 },
412 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 480, 897, 0, 0 },
413 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 608, 960, 0, 0 },
414 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 693, 1010, 0, 0 },
415 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 213, 246, 0, 0 },
416 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 422, 830, 0, 0 },
417 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 462, 898, 0, 0 },
418 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 569, 865, 0, 0 },
419 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 647, 985, 0, 0 },
420 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 680, 763, 0, 0 },
421 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 165, 373, 0, 0 },
422 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 170, 169, 0, 0 },
423 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 258, 270, 0, 0 },
424 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 323, 462, 0, 0 },
425 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 434, 222, 0, 0 },
426 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 595, 944, 0, 0 },
427 { 1, 0, 0xFF, 6, 8, 0, 0, 0, 0, 0, 703, 232, 0, 0 },
428 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 593, 792, 804, 0 },
429 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 623, 849, 864, 0 },
430 { 1, 0, 0x80, 4, 9, 0, 0, 0, 0, 0, 631, 378, 433, 0 },
431 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 333, 235, 235, 0 },
432 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 381, 259, 259, 0 },
433 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 429, 283, 283, 0 },
434 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 481, 532, 532, 0 },
435 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 486, 775, 775, 0 },
436 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 528, 557, 557, 0 },
437 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 533, 751, 751, 0 },
438 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 541, 699, 699, 0 },
439 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 574, 580, 580, 0 },
440 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1014, 879, 879, 0 },
441 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
442};
444 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x21D, 0x1D2, 0x92, 7, 0, 0, 0 },
445 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 6, 0, 0, 0, 0, 0, 0 },
446 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 0xC, 0x231, 0xB0, 0, 0, 0, 0 },
447 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 0xC, 0x221, 0x178, 0, 0, 0, 0 },
448 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 3, 1 },
449 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 2, 2 },
450 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0xF, 1 },
451 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x50, 0xFFE8, 0, 0, 0, 0, 0 },
452 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x30, 0, 0, 0, 0, 0 },
453 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFA2, 0x10, 0, 0, 0, 0, 0 },
454 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x28, 0x20, 0, 0, 0, 0, 0 },
455 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x38, 0, 0, 0, 0, 0 },
456 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x38, 0x29, 0, 0, 0, 0, 0 },
457 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 3, 1 },
458 { { { FLAG(0x1A, 0x22), 0 }, { ITEM(0, 0x192), 1 } }, SLOT_EVENT, 0x4F0, 0, 0, 0, 0, 0, 0 },
459 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
460};
461void (*stageFuncs[])(void) = {
463};
465 { 1264, script1264, EVENT_TEXT(0x1D), NULL, endEvent1264 },
466 { -1, NULL, 0, NULL, NULL },
467};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
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 EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
#define SLOT_CLIMB_UP
Definition field_map.h:256
#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 SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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 SLOT_CLIMB_DOWN
Definition field_map.h:257
#define FIELD_COMMAND_SEARCH_EVENT_SPOT
FIELDSTG_searchEventSpot.
Definition field_map.h:66
#define SLOT_EVENT
starts the event arg
Definition field_map.h:262
#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 SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#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_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SLOT_DROP
Definition field_map.h:258
#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 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_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_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#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_HIDE_GABUMON_CARD_GIVEN
wstag345 Plug Cape: Soccer Kid Hide gets his Gabumon card back and tells about the Tree Boots and Vee...
Definition story.h:1091
#define FLAG_HIDE_GABUMON_CARD_FOUND
wstag235 Asuka Inn 1F: "Oh! It's Gabumon card! So that's where it was!" (card 0xB7 given); afterwards...
Definition story.h:1088
#define SPECIAL_STORY_SINCE_DE_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
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
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
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 wstag345.c:227
u16 actor1Conditions[]
Definition wstag345.c:361
FieldActorEntry actor0
Definition wstag345.c:375
AreaBattle place1Area1Battle2
Definition wstag345.c:212
AreaBattle place1Area0Battle3
Definition wstag345.c:200
AreaBattle place0Area1Battle2
Definition wstag345.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 wstag345.c:461
FieldActorEntry actor6
Definition wstag345.c:381
AreaBattle place1Area1Battle5
Definition wstag345.c:215
AreaBattle place0Area0Battle6
Definition wstag345.c:151
AreaBattle place0Area1Battle7
Definition wstag345.c:165
FieldTalk actor2Talks[]
Definition wstag345.c:331
u16 actor2Talk1Conditions[]
Definition wstag345.c:266
u16 actor4Talk3Conditions[]
Definition wstag345.c:309
AreaBattle place0Area3Battle0
Definition wstag345.c:184
AreaBattle place0Area1Battle5
Definition wstag345.c:163
BattleList place0Area3Battles
Definition wstag345.c:192
AreaBattle place1Area0Battle6
Definition wstag345.c:203
AreaBattle place1Area0Battle1
Definition wstag345.c:198
AreaBattle place1Area2Battle7
Definition wstag345.c:230
u16 actor4Talk2Actions[]
Definition wstag345.c:308
AreaBattle place1Area3Battle3
Definition wstag345.c:239
AreaBattle place0Area2Battle1
Definition wstag345.c:172
AreaBattle place0Area1Battle0
Definition wstag345.c:158
AreaBattle place0Area2Battle0
Definition wstag345.c:171
BattleList place0Area2Battles
Definition wstag345.c:179
FieldTalk actor5Talks[]
Definition wstag345.c:352
BattleList place1Area1Battles
Definition wstag345.c:218
AreaBattle place1Area1Battle7
Definition wstag345.c:217
AreaBattle place0Area0Battle1
Definition wstag345.c:146
void endEvent1264(void)
After event 1264, with Soccer Kid Hide: sets flag 0x1C07 and keeps it from playing again.
Definition wstag345.c:12
AreaBattle place0Area3Battle7
Definition wstag345.c:191
FieldActorEntry actor5
Definition wstag345.c:380
AreaBattle place1Area3Battle5
Definition wstag345.c:241
AreaBattle place1Area3Battle7
Definition wstag345.c:243
u16 actor4Talk4Conditions[]
Definition wstag345.c:316
FieldActorEntry actor2
Definition wstag345.c:377
AreaBattle place1Area1Battle4
Definition wstag345.c:214
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag345.c:17
AreaBattle place0Area0Battle2
Definition wstag345.c:147
FieldActorEntry * stageActors[]
Definition wstag345.c:382
AreaBattle place0Area0Battle4
Definition wstag345.c:149
u16 actor2Talk3Conditions[]
Definition wstag345.c:279
BattleList place0Area1Battles
Definition wstag345.c:166
u16 actor4Talk1Conditions[]
Definition wstag345.c:301
AreaBattle place0Area1Battle4
Definition wstag345.c:162
AreaBattle place1Area2Battle0
Definition wstag345.c:223
BattleList place1Area0Battles
Definition wstag345.c:205
FieldTalk actor1Talks[]
Definition wstag345.c:327
AreaBattle place0Area3Battle1
Definition wstag345.c:185
u16 actor2Talk1Actions[]
Definition wstag345.c:272
FieldTalk actor0Talks[]
Definition wstag345.c:323
AreaBattle place0Area3Battle2
Definition wstag345.c:186
AreaBattle place1Area2Battle2
Definition wstag345.c:225
AreaBattle place1Area3Battle2
Definition wstag345.c:238
FieldTalk actor4Talks[]
Definition wstag345.c:344
u16 actor4Conditions[]
Definition wstag345.c:372
FieldActorEntry actor4
Definition wstag345.c:379
u16 actor3Conditions[]
Definition wstag345.c:367
u16 actor2Talk2Conditions[]
Definition wstag345.c:273
AreaBattle place0Area0Battle7
Definition wstag345.c:152
AreaBattle place1Area3Battle0
Definition wstag345.c:236
u16 actor2Talk3Actions[]
Definition wstag345.c:285
ActorImage stageImages[]
Definition wstag345.c:253
AreaBattle place0Area1Battle6
Definition wstag345.c:164
FieldTalk actor6Talks[]
Definition wstag345.c:356
s16 script1264[]
Definition wstag345.c:63
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0014; BGM_0029 inste...
Definition wstag345.c:32
AreaBattle place0Area1Battle3
Definition wstag345.c:161
u16 actor4Talk0Conditions[]
Definition wstag345.c:300
AreaBattle place0Area3Battle4
Definition wstag345.c:188
AreaBattle place0Area2Battle6
Definition wstag345.c:177
AreaBattle place0Area0Battle3
Definition wstag345.c:148
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag345.c:392
u16 actor5Conditions[]
Definition wstag345.c:373
FieldTalk actor3Talks[]
Definition wstag345.c:340
AreaBattle place0Area2Battle4
Definition wstag345.c:175
u16 actor2Talk5Conditions[]
Definition wstag345.c:293
AreaBattle place1Area1Battle1
Definition wstag345.c:211
BattleList place1Area2Battles
Definition wstag345.c:231
u16 actor2Talk0Conditions[]
Definition wstag345.c:265
AreaBattle place1Area2Battle3
Definition wstag345.c:226
AreaBattle place1Area1Battle3
Definition wstag345.c:213
u16 actor6Conditions[]
Definition wstag345.c:374
AreaBattle place0Area3Battle6
Definition wstag345.c:190
AreaBattle place0Area3Battle3
Definition wstag345.c:187
AreaBattle place1Area2Battle1
Definition wstag345.c:224
StageSlot stageSlots[]
Definition wstag345.c:443
BattleList place1Area3Battles
Definition wstag345.c:244
AreaBattle place1Area2Battle5
Definition wstag345.c:228
AreaBattle place1Area1Battle6
Definition wstag345.c:216
AreaBattle place1Area0Battle2
Definition wstag345.c:199
BattleList place0Area0Battles
Definition wstag345.c:153
AreaBattle place0Area2Battle3
Definition wstag345.c:174
AreaBattle place1Area3Battle6
Definition wstag345.c:242
AreaBattle place1Area0Battle0
Definition wstag345.c:197
FieldActorEntry actor1
Definition wstag345.c:376
#define STAGE_FILE
Definition wstag345.c:25
AreaBattle place1Area3Battle1
Definition wstag345.c:237
AreaBattle place0Area0Battle5
Definition wstag345.c:150
AreaBattle place1Area1Battle0
Definition wstag345.c:210
AreaBattle place0Area3Battle5
Definition wstag345.c:189
AreaBattle place0Area2Battle2
Definition wstag345.c:173
u16 actor2Conditions[]
Definition wstag345.c:362
AreaBattle place1Area0Battle5
Definition wstag345.c:202
AreaBattle place1Area2Battle6
Definition wstag345.c:229
AreaBattle place1Area0Battle7
Definition wstag345.c:204
AreaBattle place0Area2Battle7
Definition wstag345.c:178
#define STAGE_TEXT
Definition wstag345.c:23
AreaBattle place1Area0Battle4
Definition wstag345.c:201
u16 actor2Talk4Conditions[]
Definition wstag345.c:286
AreaBattle place0Area1Battle1
Definition wstag345.c:159
u16 actor4Talk2Conditions[]
Definition wstag345.c:302
AreaBattle place0Area2Battle5
Definition wstag345.c:176
FieldActorEntry actor3
Definition wstag345.c:378
FieldBattles stageBattles[]
Definition wstag345.c:249
AreaBattle place0Area0Battle0
Definition wstag345.c:145
FieldEvent stageEvents[]
Definition wstag345.c:464
AreaBattle place1Area3Battle4
Definition wstag345.c:240
u16 actor0Conditions[]
Definition wstag345.c:360