Digimon World 3 decomp
The European version, SLES_039.36
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wstag361.c
Go to the documentation of this file.
1/*
2 * WSTAG361: Forest Inn, East Sector. On the Amaterasu server; its Asuka server
3 * twin is WSTAG360.
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 EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
15#define STAGE_FILE 0x585
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
18#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
19#define STAGE_FILE 0x595
20#endif
21/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
40
42 SCRIPT_WALK(2, 0x99, 0xB5, 3),
43 SCRIPT_PLACE(0x15, 0x79, 0xA5),
44 SCRIPT_POSE(0x15, 1, 7),
47 SCRIPT_POSE(2, 1, 3),
48 SCRIPT_WAIT(6),
49 SCRIPT_WAIT(0x1E),
50 SCRIPT_TALK(0, 1, 0x15, 0),
52 SCRIPT_WAIT(0x1E),
53 SCRIPT_POSE(0x15, 0x36, 7),
55 SCRIPT_WAIT_ANIM(0x15),
56 SCRIPT_POSE(0x15, 0x37, 7),
57 SCRIPT_WAIT(0x5A),
58 SCRIPT_LEAVE(0xC0B, 0, 0, 0),
60};
62 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
63 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
64 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
65 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
66 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
67 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
68 { 0x140, 0x100, 0x140, 0x166, 0, 0x66, 0x150, 0x1FB },
69 { 0x140, 0x100, 0x170, 0x100, 0xC0, 0, 0x160, 0x1FB },
70 { 0x140, 0x100, 0x168, 0x169, 0xA0, 0x69, 0x170, 0x1FB },
71 { 0, 0, 0, 0, 0, 0, 0, 0 },
72};
73u16 actor0Talk0Actions[] = { 0x7A29, 1, CODES_END };
76 { NULL, actor0Talk0Actions, 0x2CE },
77 { NULL, NULL, 0 },
78};
80 { NULL, actor1Talk0Actions, 0x2CF },
81 { NULL, NULL, 0 },
82};
83FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 345, 308, 7 };
84FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 121, 165, 7 };
85FieldActorEntry actor2 = { NULL, NULL, 0x78, 6, 374, 268, 5 };
86FieldActorEntry actor3 = { NULL, NULL, 0xDB, 7, 346, 325, 7 };
88 &actor0,
89 &actor1,
90 &actor2,
91 &actor3,
92 NULL,
93};
95 { 1, 0, 0x40, 6, 0x32, 0, 0, 0, 0, 0, 484, 223, 0, 0 },
96 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 57, 39, 0, 0 },
97 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 89, 23, 0, 0 },
98 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 203, 224, 0, 0 },
99 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 272, 360, 0, 0 },
100 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 292, 139, 0, 0 },
101 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 305, 376, 0, 0 },
102 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 337, 393, 0, 0 },
103 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 467, 220, 0, 0 },
104 { 1, 0, 0x40, 6, 0x34, 2, 0, 3, 4, 0, 344, 109, 0, 0 },
105 { 1, 0, 0x40, 6, 0x35, 2, 0, 3, 4, 0, 321, 107, 0, 0 },
106 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 370, 108, 0, 0 },
107 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 289, 326, 340, 0 },
108 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 294, 310, 332, 0 },
109 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 322, 310, 325, 0 },
110 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 337, 303, 317, 0 },
111 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 351, 282, 309, 0 },
112 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 375, 277, 301, 0 },
113 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 383, 270, 293, 0 },
114 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 400, 271, 285, 0 },
115 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 415, 270, 282, 0 },
116 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 77, 127, 175, 0 },
117 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 109, 113, 158, 0 },
118 { 1, 0, 0x40, 4, 0xB, 0, 0, 0, 0, 0, 141, 97, 142, 0 },
119 { 1, 0, 0x40, 4, 0xC, 0, 0, 0, 0, 0, 174, 81, 127, 0 },
120 { 1, 0, 0x40, 4, 0xD, 0, 0, 0, 0, 0, 257, 176, 209, 0 },
121 { 1, 0, 0x40, 4, 0xE, 0, 0, 0, 0, 0, 255, 245, 263, 0 },
122 { 1, 0, 0x40, 4, 0xF, 0, 0, 0, 0, 0, 239, 252, 272, 0 },
123 { 1, 0, 0x40, 4, 0x10, 0, 0, 0, 0, 0, 420, 237, 278, 0 },
124 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
125};
127 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x291, 0x80, 0x31C, 7, 0, 0, 0 },
128 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x293, 0x88, 0xBC, 7, 0, 0, 0 },
129 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0xFA, 0x126, 0, 0, 0, 0 },
130 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x10B, 0x188, 0, 0, 0, 0 },
131 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
132};
133void (*stageFuncs[])(void) = {
135};
137 { 1205, script1205, EVENT_TEXT(0x1A), NULL, NULL },
138 { -1, NULL, 0, NULL, NULL },
139};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
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 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,...
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
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 actor0Talk0Actions[]
Definition wstag361.c:73
FieldActorEntry actor0
Definition wstag361.c:83
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag361.c:133
s16 script1205[]
Definition wstag361.c:41
FieldActorEntry actor2
Definition wstag361.c:85
FieldActorEntry * stageActors[]
Definition wstag361.c:87
FieldTalk actor1Talks[]
Definition wstag361.c:79
FieldTalk actor0Talks[]
Definition wstag361.c:75
ActorImage stageImages[]
Definition wstag361.c:61
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag361.c:22
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag361.c:94
StageSlot stageSlots[]
Definition wstag361.c:126
u16 actor1Talk0Actions[]
Definition wstag361.c:74
FieldActorEntry actor1
Definition wstag361.c:84
#define STAGE_FILE
Definition wstag361.c:19
#define STAGE_TEXT
Definition wstag361.c:17
FieldActorEntry actor3
Definition wstag361.c:86
FieldEvent stageEvents[]
Definition wstag361.c:136