Digimon World 3 decomp
The European version, SLES_039.36
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wstag360.c
Go to the documentation of this file.
1/*
2 * WSTAG360: Forest Inn, East Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11/*
12 * After event 1457, with Guardromon: applies 0x7C14, an action that does
13 * nothing (applyAction's mode changes 0x7C are only 0 and 1)
14 */
15void endEvent1457(void) {
16 FLAGS_00.applyAction(0x7C14, 1);
17}
18
19#if VERSION_US || VERSION_JP
20#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
21#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
22#define STAGE_FILE 0x210
23#define STAGE_ARCHIVE 0x3C6
24#elif VERSION_EU
25#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
26#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
27#define STAGE_FILE 0x21F
28#define STAGE_ARCHIVE 0x3D6
29#endif
30/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
49
51 SCRIPT_WALK(2, 0x99, 0xB5, 3),
52 SCRIPT_PLACE(0x15, 0x79, 0xA5),
53 SCRIPT_POSE(0x15, 1, 7),
56 SCRIPT_POSE(2, 1, 3),
57 SCRIPT_WAIT(6),
58 SCRIPT_WAIT(0x1E),
59 SCRIPT_TALK(0, 1, 0x15, 0),
61 SCRIPT_WAIT(0x1E),
62 SCRIPT_POSE(0x15, 0x36, 7),
64 SCRIPT_WAIT_ANIM(0x15),
65 SCRIPT_POSE(0x15, 0x37, 7),
66 SCRIPT_WAIT(0x5A),
67 SCRIPT_LEAVE(0xC12, 0, 0, 0),
69};
71 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
72 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
73 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
74 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
75 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
76 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
77 { 0x140, 0x100, 0x140, 0x166, 0, 0x66, 0x150, 0x1FB },
78 { 0x140, 0x100, 0x170, 0x100, 0xC0, 0, 0x160, 0x1FB },
79 { 0x140, 0x100, 0x168, 0x169, 0xA0, 0x69, 0x170, 0x1FB },
80 { 0x140, 0x100, 0x15A, 0x16C, 0x68, 0x6C, 0x140, 0x1FA },
81 { 0x140, 0x100, 0x148, 0x16D, 0x20, 0x6D, 0x150, 0x1FA },
82 { 0x140, 0x100, 0x150, 0x16D, 0x40, 0x6D, 0x160, 0x1FA },
83 { 0, 0, 0, 0, 0, 0, 0, 0 },
84};
88u16 actor0Talk1Actions[] = { 0x7A1F, 1, CODES_END };
109 { NULL, NULL, 0x1C },
110 { NULL, NULL, 0 },
111};
113 { actor3Talk0Conditions, NULL, 0x23F },
114 { actor3Talk1Conditions, NULL, 0x2F },
115 { NULL, NULL, 0 },
116};
118 { NULL, NULL, 0x242 },
119 { NULL, NULL, 0 },
120};
122 { NULL, NULL, 0x241 },
123 { NULL, NULL, 0 },
124};
126 { NULL, NULL, 0x240 },
127 { NULL, NULL, 0 },
128};
130 { NULL, NULL, 0x23F },
131 { NULL, NULL, 0 },
132};
134 { NULL, NULL, 0x23E },
135 { NULL, NULL, 0 },
136};
138 { NULL, NULL, 0x23D },
139 { NULL, NULL, 0 },
140};
142 { NULL, NULL, 0x23C },
143 { NULL, NULL, 0 },
144};
146 { NULL, NULL, 0x23B },
147 { NULL, NULL, 0 },
148};
151 { actor12Talk1Conditions, NULL, 0x327 },
152 { NULL, NULL, 0 },
153};
155 { NULL, NULL, 0x243 },
156 { NULL, NULL, 0 },
157};
183FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 345, 308, 7 };
184FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 121, 165, 7 };
196FieldActorEntry actor13 = { NULL, NULL, 0x78, 8, 374, 268, 5 };
198FieldActorEntry actor15 = { NULL, NULL, 0xDB, 0xA, 346, 325, 7 };
200 &actor0,
201 &actor1,
202 &actor2,
203 &actor3,
204 &actor4,
205 &actor5,
206 &actor6,
207 &actor7,
208 &actor8,
209 &actor9,
210 &actor10,
211 &actor11,
212 &actor12,
213 &actor13,
214 &actor14,
215 &actor15,
216 NULL,
217};
219 { 1, 0, 0x40, 6, 0x32, 0, 0, 0, 0, 0, 484, 223, 0, 0 },
220 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 57, 39, 0, 0 },
221 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 89, 23, 0, 0 },
222 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 203, 224, 0, 0 },
223 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 272, 360, 0, 0 },
224 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 292, 139, 0, 0 },
225 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 305, 376, 0, 0 },
226 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 337, 393, 0, 0 },
227 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 467, 220, 0, 0 },
228 { 1, 0, 0x40, 6, 0x34, 2, 0, 3, 4, 0, 344, 109, 0, 0 },
229 { 1, 0, 0x40, 6, 0x35, 2, 0, 3, 4, 0, 321, 107, 0, 0 },
230 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 370, 108, 0, 0 },
231 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 289, 326, 340, 0 },
232 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 294, 310, 332, 0 },
233 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 322, 310, 325, 0 },
234 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 337, 303, 317, 0 },
235 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 351, 282, 309, 0 },
236 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 375, 277, 301, 0 },
237 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 383, 270, 293, 0 },
238 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 400, 271, 285, 0 },
239 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 415, 270, 282, 0 },
240 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 77, 127, 175, 0 },
241 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 109, 113, 158, 0 },
242 { 1, 0, 0x40, 4, 0xB, 0, 0, 0, 0, 0, 141, 97, 142, 0 },
243 { 1, 0, 0x40, 4, 0xC, 0, 0, 0, 0, 0, 174, 81, 127, 0 },
244 { 1, 0, 0x40, 4, 0xD, 0, 0, 0, 0, 0, 257, 176, 209, 0 },
245 { 1, 0, 0x40, 4, 0xE, 0, 0, 0, 0, 0, 255, 245, 263, 0 },
246 { 1, 0, 0x40, 4, 0xF, 0, 0, 0, 0, 0, 239, 252, 272, 0 },
247 { 1, 0, 0x40, 4, 0x10, 0, 0, 0, 0, 0, 420, 237, 278, 0 },
248 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
249};
251 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x222, 0x80, 0x31C, 7, 0, 0, 0 },
252 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x224, 0x8C, 0xC2, 7, 0, 0, 0 },
253 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0xFA, 0x126, 0, 0, 0, 0 },
254 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x10B, 0x188, 0, 0, 0, 0 },
255 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
256};
257void (*stageFuncs[])(void) = {
259};
261 { 1457, script1457, EVENT_TEXT(0x33), NULL, endEvent1457 },
262 { -1, NULL, 0, NULL, NULL },
263};
#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
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 SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#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_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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 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 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 SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#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_SHOP_1
SHOP1BGM: the inns, shops and towers.
Definition sound.h:81
#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_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
Definition story.h:1917
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85
@ STORY_GENJI_BEATEN
WSTAG200, event 52: after the first battle, won against Tamer Genji (event 50), the Digimon Navi give...
Definition story.h:36
@ STORY_TEDDY_FOUND
WSTAG212, event 352: Teddy is found; MAGAMI is part of the A.o.A, and the player sets off to beat the...
Definition story.h:67
@ STORY_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
Definition story.h:61
@ STORY_FAKE_BLUE_CARD
WSTAG410 (East Station), event 90: the Blue Card the player was given turns out to be a fake.
Definition story.h:42
#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 FLAG_KEITH_NICK_SEARCH_STARTED
wstag620 Secret Room: set after event 540; then Lisa says "Find Keith and Nick" and people in 10 stag...
Definition story.h:1188
#define FLAG_ASUKA_INN_GUILMON_TALKED
wstag240 Asuka Inn 2F: Guilmon says his cousin has the Blue Card (gondola) and went to Seiryu City; a...
Definition story.h:1260
#define SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED
GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
Definition story.h:1908
#define FLAG_INN_GATOMON_TALKED
Inns (wstag235/360/425/470): Gatomon says they manage the Inn once; set there, later talks differ.
Definition story.h:1025
#define SPECIAL_STORY_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF
GAME.progress is from STORY_SEIRYU_BADGE to STORY_ZANBAMON_DRIVEN_OFF (PROGRESS_RANGES[0xE])
Definition story.h:1905
#define FLAG_SAVE_GUARDROMON_TALKED
Inns (wstag235/360/430/470): Save Officer Guardromon introduces saving once; set there,...
Definition story.h:1028
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
Definition story.h:1914
#define FLAG_FOREST_INN_GUILMON_TALKED
wstag360 Forest Inn: Guilmon says another Guilmon has the Blue Card and went to Seiryu City; Tricky G...
Definition story.h:1263
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM
GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x10])
Definition story.h:1911
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
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
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
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
void endEvent1457(void)
After event 1457, with Guardromon: applies 0x7C14, an action that does nothing (applyAction's mode ch...
Definition wstag360.c:15
u16 actor0Talk0Actions[]
Definition wstag360.c:86
FieldActorEntry actor0
Definition wstag360.c:183
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag360.c:257
FieldActorEntry actor6
Definition wstag360.c:189
u16 actor11Conditions[]
Definition wstag360.c:175
u16 actor0Talk0Conditions[]
Definition wstag360.c:85
FieldTalk actor2Talks[]
Definition wstag360.c:108
u16 actor0Talk1Conditions[]
Definition wstag360.c:87
u16 actor10Conditions[]
Definition wstag360.c:170
FieldTalk actor14Talks[]
Definition wstag360.c:154
FieldTalk actor5Talks[]
Definition wstag360.c:121
FieldActorEntry actor5
Definition wstag360.c:188
u16 actor1Talk1Conditions[]
Definition wstag360.c:91
FieldActorEntry actor2
Definition wstag360.c:185
u16 actor3Talk0Conditions[]
Definition wstag360.c:93
u16 actor9Conditions[]
Definition wstag360.c:169
FieldActorEntry * stageActors[]
Definition wstag360.c:199
u16 actor0Talk1Actions[]
Definition wstag360.c:88
u16 actor12Talk0Actions[]
Definition wstag360.c:96
FieldTalk actor1Talks[]
Definition wstag360.c:103
u16 actor1Talk0Conditions[]
Definition wstag360.c:89
FieldTalk actor0Talks[]
Definition wstag360.c:98
#define STAGE_ARCHIVE
Definition wstag360.c:28
FieldActorEntry actor10
Definition wstag360.c:193
u16 actor3Talk1Conditions[]
Definition wstag360.c:94
FieldTalk actor4Talks[]
Definition wstag360.c:117
u16 actor4Conditions[]
Definition wstag360.c:160
FieldActorEntry actor4
Definition wstag360.c:187
u16 actor3Conditions[]
Definition wstag360.c:159
FieldTalk actor11Talks[]
Definition wstag360.c:145
FieldActorEntry actor8
Definition wstag360.c:191
ActorImage stageImages[]
Definition wstag360.c:70
u16 actor1Talk1Actions[]
Definition wstag360.c:92
FieldTalk actor6Talks[]
Definition wstag360.c:125
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag360.c:31
u16 actor12Talk0Conditions[]
Definition wstag360.c:95
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag360.c:218
FieldActorEntry actor9
Definition wstag360.c:192
u16 actor8Conditions[]
Definition wstag360.c:168
u16 actor5Conditions[]
Definition wstag360.c:161
FieldTalk actor10Talks[]
Definition wstag360.c:141
FieldTalk actor3Talks[]
Definition wstag360.c:112
FieldTalk actor9Talks[]
Definition wstag360.c:137
FieldActorEntry actor15
Definition wstag360.c:198
FieldActorEntry actor12
Definition wstag360.c:195
u16 actor6Conditions[]
Definition wstag360.c:162
u16 actor12Talk1Conditions[]
Definition wstag360.c:97
u16 actor14Conditions[]
Definition wstag360.c:182
FieldActorEntry actor7
Definition wstag360.c:190
StageSlot stageSlots[]
Definition wstag360.c:250
u16 actor1Talk0Actions[]
Definition wstag360.c:90
FieldActorEntry actor13
Definition wstag360.c:196
FieldActorEntry actor11
Definition wstag360.c:194
FieldActorEntry actor1
Definition wstag360.c:184
#define STAGE_FILE
Definition wstag360.c:27
u16 actor7Conditions[]
Definition wstag360.c:163
u16 actor2Conditions[]
Definition wstag360.c:158
FieldTalk actor7Talks[]
Definition wstag360.c:129
#define STAGE_TEXT
Definition wstag360.c:25
FieldTalk actor8Talks[]
Definition wstag360.c:133
s16 script1457[]
Definition wstag360.c:50
FieldTalk actor12Talks[]
Definition wstag360.c:149
FieldActorEntry actor3
Definition wstag360.c:186
FieldActorEntry actor14
Definition wstag360.c:197
FieldEvent stageEvents[]
Definition wstag360.c:260
u16 actor12Conditions[]
Definition wstag360.c:176