Digimon World 3 decomp
The European version, SLES_039.36
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wstag365.c
Go to the documentation of this file.
1/*
2 * WSTAG365: Forest Inn BF, East Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
13#define STAGE_FILE 0x22B
14#define STAGE_ARCHIVE 0x3C7
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
17#define STAGE_FILE 0x23A
18#define STAGE_ARCHIVE 0x3D7
19#endif
20/* Sets the stage up: its map and actors, playing the ambience ENV_0009 */
38
40 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
41 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
42 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
43 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
44 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
45 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
46 { 0x140, 0x100, 0x176, 0x150, 0xD8, 0x50, 0x160, 0x1FF },
47 { 0x140, 0x100, 0x15E, 0x138, 0x78, 0x38, 0x170, 0x1FF },
48 { 0x140, 0x100, 0x166, 0x14C, 0x98, 0x4C, 0x160, 0x1FE },
49};
54 { NULL, NULL, 0x1D },
55 { NULL, NULL, 0 },
56};
58 { NULL, NULL, 0x10E },
59 { NULL, NULL, 0 },
60};
62 { NULL, NULL, 0x107 },
63 { NULL, NULL, 0 },
64};
66 { NULL, NULL, 0x10F },
67 { NULL, NULL, 0 },
68};
70 { NULL, NULL, 0x10A },
71 { NULL, NULL, 0 },
72};
74 { NULL, NULL, 0x10C },
75 { NULL, NULL, 0 },
76};
78 { NULL, NULL, 0x106 },
79 { NULL, NULL, 0 },
80};
82 { NULL, NULL, 0x108 },
83 { NULL, NULL, 0 },
84};
86 { NULL, NULL, 0x109 },
87 { NULL, NULL, 0 },
88};
90 { NULL, NULL, 0x10B },
91 { NULL, NULL, 0 },
92};
99 { NULL, NULL, 0x10D },
100 { NULL, NULL, 0 },
101};
131 &actor0,
132 &actor1,
133 &actor2,
134 &actor3,
135 &actor4,
136 &actor5,
137 &actor6,
138 &actor7,
139 &actor8,
140 &actor9,
141 &actor10,
142 &actor11,
143 NULL,
144};
146 { 1, 0, 0x40, 2, 0x34, 2, 0, 7, 4, 0, 97, 134, 0, 0 },
147 { 1, 0, 0x40, 2, 0x35, 2, 0, 7, 4, 0, 137, 114, 0, 0 },
148 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 321, 137, 0, 0 },
149 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 577, 313, 0, 0 },
150 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 497, 272, 0, 0 },
151 { 1, 0, 0x40, 6, 0x34, 2, 0, 7, 4, 0, 167, 516, 0, 0 },
152 { 1, 0, 0x40, 6, 0x35, 2, 0, 7, 4, 0, 187, 293, 0, 0 },
153 { 1, 0, 0x40, 6, 0x36, 2, 0, 7, 4, 0, 307, 233, 0, 0 },
154 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 276, 208, 242, 0 },
155 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 51, 156, 208, 0 },
156 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 425, 290, 314, 0 },
157 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 421, 428, 438, 0 },
158 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 423, 392, 429, 0 },
159 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
160};
162 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x223, 0x156, 0x1B0, 3, 0, 0, 0 },
163 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
164};
165void (*stageFuncs[])(void) = {
167};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
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_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
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_FOREST_INN_BF
ENV_0009: the Forest Inn's basement.
Definition sound.h:125
#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_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_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ 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_FAKE_BLUE_CARD_TALKED
wstag420 Seiryu City: a Guilmon says the card is a fake by Trickster Guilmon, hiding underground; the...
Definition story.h:1266
#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 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 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
#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 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
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
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 actor1Conditions[]
Definition wstag365.c:103
FieldActorEntry actor0
Definition wstag365.c:118
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag365.c:165
FieldActorEntry actor6
Definition wstag365.c:124
u16 actor11Conditions[]
Definition wstag365.c:117
FieldTalk actor2Talks[]
Definition wstag365.c:61
u16 actor10Conditions[]
Definition wstag365.c:112
FieldTalk actor5Talks[]
Definition wstag365.c:73
FieldActorEntry actor5
Definition wstag365.c:123
FieldActorEntry actor2
Definition wstag365.c:120
u16 actor9Conditions[]
Definition wstag365.c:111
FieldActorEntry * stageActors[]
Definition wstag365.c:130
u16 actor10Talk1Conditions[]
Definition wstag365.c:52
u16 actor10Talk0Conditions[]
Definition wstag365.c:50
FieldTalk actor1Talks[]
Definition wstag365.c:57
FieldTalk actor0Talks[]
Definition wstag365.c:53
#define STAGE_ARCHIVE
Definition wstag365.c:18
FieldActorEntry actor10
Definition wstag365.c:128
FieldTalk actor4Talks[]
Definition wstag365.c:69
u16 actor4Conditions[]
Definition wstag365.c:106
FieldActorEntry actor4
Definition wstag365.c:122
u16 actor3Conditions[]
Definition wstag365.c:105
FieldTalk actor11Talks[]
Definition wstag365.c:98
FieldActorEntry actor8
Definition wstag365.c:126
ActorImage stageImages[]
Definition wstag365.c:39
FieldTalk actor6Talks[]
Definition wstag365.c:77
void setupStage(void)
Sets the stage up: its map and actors, playing the ambience ENV_0009.
Definition wstag365.c:21
u16 actor10Talk0Actions[]
Definition wstag365.c:51
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag365.c:145
FieldActorEntry actor9
Definition wstag365.c:127
u16 actor8Conditions[]
Definition wstag365.c:110
u16 actor5Conditions[]
Definition wstag365.c:107
FieldTalk actor10Talks[]
Definition wstag365.c:93
FieldTalk actor3Talks[]
Definition wstag365.c:65
FieldTalk actor9Talks[]
Definition wstag365.c:89
u16 actor6Conditions[]
Definition wstag365.c:108
FieldActorEntry actor7
Definition wstag365.c:125
StageSlot stageSlots[]
Definition wstag365.c:161
FieldActorEntry actor11
Definition wstag365.c:129
FieldActorEntry actor1
Definition wstag365.c:119
#define STAGE_FILE
Definition wstag365.c:17
u16 actor7Conditions[]
Definition wstag365.c:109
u16 actor2Conditions[]
Definition wstag365.c:104
FieldTalk actor7Talks[]
Definition wstag365.c:81
#define STAGE_TEXT
Definition wstag365.c:16
FieldTalk actor8Talks[]
Definition wstag365.c:85
FieldActorEntry actor3
Definition wstag365.c:121
u16 actor0Conditions[]
Definition wstag365.c:102