Digimon World 3 decomp
The European version, SLES_039.36
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wstag346.c
Go to the documentation of this file.
1/*
2 * WSTAG346: Plug Cape, Central Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG345.
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 0x569
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
17#define STAGE_FILE 0x579
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
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, 0x14A, 0x173, 0x28, 0x73, 0x150, 0x1FF },
110 { 0x140, 0x100, 0x172, 0x167, 0xC8, 0x67, 0x160, 0x1FF },
111 { 0x140, 0x100, 0x15A, 0x16A, 0x68, 0x6A, 0x170, 0x1FF },
112 { 0x140, 0x100, 0x152, 0x173, 0x48, 0x73, 0x140, 0x1FE },
113 { 0x140, 0x100, 0x162, 0x182, 0x88, 0x82, 0x150, 0x1FE },
114 { 0x140, 0x100, 0x16A, 0x182, 0xA8, 0x82, 0x160, 0x1FE },
115 { 0x140, 0x100, 0x140, 0x18B, 0, 0x8B, 0x170, 0x1FE },
116 { 0x140, 0x100, 0x172, 0x18F, 0xC8, 0x8F, 0x140, 0x1FD },
117};
119 { NULL, NULL, 0x44 },
120 { NULL, NULL, 0 },
121};
123 { NULL, NULL, 0x48 },
124 { NULL, NULL, 0 },
125};
127 { NULL, NULL, 0x3E },
128 { NULL, NULL, 0 },
129};
131 { NULL, NULL, 0x46 },
132 { NULL, NULL, 0 },
133};
135 { NULL, NULL, 0x47 },
136 { NULL, NULL, 0 },
137};
139 { NULL, NULL, 0x41 },
140 { NULL, NULL, 0 },
141};
143 { NULL, NULL, 0x40 },
144 { NULL, NULL, 0 },
145};
147 { NULL, NULL, 0x42 },
148 { NULL, NULL, 0 },
149};
151 { NULL, NULL, 0x43 },
152 { NULL, NULL, 0 },
153};
155 { NULL, NULL, 0x45 },
156 { NULL, NULL, 0 },
157};
159 { NULL, NULL, 0x3D },
160 { NULL, NULL, 0 },
161};
163 { NULL, NULL, 0x3F },
164 { NULL, NULL, 0 },
165};
210FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x9E, 0xA, 657, 648, 3 };
211FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x9E, 0xA, 657, 648, 3 };
215 &actor0,
216 &actor1,
217 &actor2,
218 &actor3,
219 &actor4,
220 &actor5,
221 &actor6,
222 &actor7,
223 &actor8,
224 &actor9,
225 &actor10,
226 &actor11,
227 NULL,
228};
230 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 328, 528, 0, 0 },
231 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 920, 952, 0, 0 },
232 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 149, 246, 0, 0 },
233 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 343, 123, 0, 0 },
234 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 413, 862, 0, 0 },
235 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 91, 124, 0, 0 },
236 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 228, 455, 0, 0 },
237 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 592, 982, 0, 0 },
238 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 674, 776, 0, 0 },
239 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 865, 514, 0, 0 },
240 { 1, 0, 0xFF, 6, 8, 0, 0, 0, 0, 0, 703, 232, 0, 0 },
241 { 1, 0, 0x80, 4, 9, 0, 0, 0, 0, 0, 631, 378, 433, 0 },
242 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 593, 792, 804, 0 },
243 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 623, 849, 846, 0 },
244 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 333, 235, 235, 0 },
245 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 381, 259, 259, 0 },
246 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 429, 283, 283, 0 },
247 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 481, 532, 532, 0 },
248 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 486, 775, 775, 0 },
249 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 528, 557, 557, 0 },
250 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 533, 751, 751, 0 },
251 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 541, 699, 699, 0 },
252 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 574, 580, 580, 0 },
253 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1014, 879, 879, 0 },
254 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1054, 899, 899, 0 },
255 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
256};
258 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x28C, 0x1D2, 0x92, 7, 0, 0, 0 },
259 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 6, 0, 0, 0, 0, 0, 0 },
260 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 0xC, 0x231, 0xB0, 0, 0, 0, 0 },
261 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 0xC, 0x221, 0x178, 0, 0, 0, 0 },
262 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 0xD, 1 },
263 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 9, 3 },
264 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x1D, 1 },
265 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x50, 0xFFE8, 0, 0, 0, 0, 0 },
266 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x30, 0, 0, 0, 0, 0 },
267 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFA2, 0x10, 0, 0, 0, 0, 0 },
268 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x28, 0x20, 0, 0, 0, 0, 0 },
269 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x38, 0, 0, 0, 0, 0 },
270 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x38, 0x29, 0, 0, 0, 0, 0 },
271 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 0xD, 1 },
272 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
273};
274void (*stageFuncs[])(void) = {
276};
#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 SLOT_CLIMB_UP
Definition field_map.h:256
#define SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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 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
#define SLOT_DROP
Definition field_map.h:258
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
@ 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_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#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
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 wstag346.c:171
AreaBattle area2Battle7
Definition wstag346.c:80
FieldActorEntry actor0
Definition wstag346.c:202
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag346.c:274
FieldActorEntry actor6
Definition wstag346.c:208
u16 actor11Conditions[]
Definition wstag346.c:201
FieldTalk actor2Talks[]
Definition wstag346.c:126
AreaBattle area2Battle6
Definition wstag346.c:79
u16 actor10Conditions[]
Definition wstag346.c:196
FieldTalk actor5Talks[]
Definition wstag346.c:138
AreaBattle area1Battle6
Definition wstag346.c:66
FieldActorEntry actor5
Definition wstag346.c:207
AreaBattle area0Battle7
Definition wstag346.c:54
FieldActorEntry actor2
Definition wstag346.c:204
AreaBattle area3Battle4
Definition wstag346.c:90
AreaBattle area3Battle3
Definition wstag346.c:89
AreaBattle area0Battle1
Definition wstag346.c:48
AreaBattle area2Battle0
Definition wstag346.c:73
u16 actor9Conditions[]
Definition wstag346.c:195
FieldActorEntry * stageActors[]
Definition wstag346.c:214
AreaBattle area1Battle2
Definition wstag346.c:62
AreaBattle area3Battle0
Definition wstag346.c:86
AreaBattle area0Battle6
Definition wstag346.c:53
FieldTalk actor1Talks[]
Definition wstag346.c:122
AreaBattle area3Battle2
Definition wstag346.c:88
FieldTalk actor0Talks[]
Definition wstag346.c:118
AreaBattle area3Battle1
Definition wstag346.c:87
AreaBattle area0Battle3
Definition wstag346.c:50
FieldActorEntry actor10
Definition wstag346.c:212
FieldTalk actor4Talks[]
Definition wstag346.c:134
u16 actor4Conditions[]
Definition wstag346.c:178
FieldActorEntry actor4
Definition wstag346.c:206
u16 actor3Conditions[]
Definition wstag346.c:177
AreaBattle area3Battle6
Definition wstag346.c:92
FieldTalk actor11Talks[]
Definition wstag346.c:162
FieldActorEntry actor8
Definition wstag346.c:210
ActorImage stageImages[]
Definition wstag346.c:102
FieldTalk actor6Talks[]
Definition wstag346.c:142
void setupStage(void)
Sets the stage up: its map, actors and battles, playing FIELDBGM; BGM_0029 instead except at STORY_PR...
Definition wstag346.c:23
AreaBattle area2Battle4
Definition wstag346.c:77
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag346.c:229
FieldActorEntry actor9
Definition wstag346.c:211
u16 actor8Conditions[]
Definition wstag346.c:190
u16 actor5Conditions[]
Definition wstag346.c:179
FieldTalk actor10Talks[]
Definition wstag346.c:158
FieldTalk actor3Talks[]
Definition wstag346.c:130
FieldTalk actor9Talks[]
Definition wstag346.c:154
BattleList area3Battles
Definition wstag346.c:94
AreaBattle area3Battle5
Definition wstag346.c:91
AreaBattle area0Battle5
Definition wstag346.c:52
BattleList area1Battles
Definition wstag346.c:68
BattleList area2Battles
Definition wstag346.c:81
AreaBattle area1Battle4
Definition wstag346.c:64
u16 actor6Conditions[]
Definition wstag346.c:184
AreaBattle area2Battle2
Definition wstag346.c:75
AreaBattle area1Battle5
Definition wstag346.c:65
FieldActorEntry actor7
Definition wstag346.c:209
StageSlot stageSlots[]
Definition wstag346.c:257
AreaBattle area2Battle1
Definition wstag346.c:74
AreaBattle area1Battle3
Definition wstag346.c:63
AreaBattle area1Battle0
Definition wstag346.c:60
FieldActorEntry actor11
Definition wstag346.c:213
FieldActorEntry actor1
Definition wstag346.c:203
AreaBattle area0Battle0
Definition wstag346.c:47
AreaBattle area0Battle2
Definition wstag346.c:49
#define STAGE_FILE
Definition wstag346.c:17
AreaBattle area2Battle5
Definition wstag346.c:78
AreaBattle area1Battle1
Definition wstag346.c:61
u16 actor7Conditions[]
Definition wstag346.c:189
AreaBattle area2Battle3
Definition wstag346.c:76
u16 actor2Conditions[]
Definition wstag346.c:172
FieldTalk actor7Talks[]
Definition wstag346.c:146
AreaBattle area0Battle4
Definition wstag346.c:51
#define STAGE_TEXT
Definition wstag346.c:16
FieldTalk actor8Talks[]
Definition wstag346.c:150
AreaBattle area3Battle7
Definition wstag346.c:93
BattleList area0Battles
Definition wstag346.c:55
AreaBattle area1Battle7
Definition wstag346.c:67
FieldActorEntry actor3
Definition wstag346.c:205
FieldBattles stageBattles[]
Definition wstag346.c:99
u16 actor0Conditions[]
Definition wstag346.c:166