14#if VERSION_US || VERSION_JP
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
16#define STAGE_FILE 0x1AF
17#define STAGE_ARCHIVE 0x3C8
19#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
20#define STAGE_FILE 0x1BD
21#define STAGE_ARCHIVE 0x3D8
162 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
163 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
164 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
165 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
166 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
167 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
168 { 0x140, 0x100, 0x160, 0x100, 0x80, 0, 0x140, 0x1FF },
195 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 1024, 448, 0, 0 },
196 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 1088, 448, 0, 0 },
197 { 1, 0, 0x40, 2, 2, 0, 0, 0, 0, 0, 896, 576, 0, 0 },
198 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 960, 576, 0, 0 },
199 { 1, 0, 0x40, 2, 4, 0, 0, 0, 0, 0, 1024, 576, 0, 0 },
200 { 1, 0, 0x40, 2, 5, 0, 0, 0, 0, 0, 1088, 576, 0, 0 },
201 { 1, 0, 0x40, 2, 6, 0, 0, 0, 0, 0, 1024, 640, 0, 0 },
202 { 1, 0, 0x40, 2, 7, 0, 0, 0, 0, 0, 1088, 640, 0, 0 },
203 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
206 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x226, 0x5E, 0x40E, 5, 0, 0, 0 },
207 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x222, 0x374, 0x9B, 1, 0, 0, 0 },
208 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
GameState GAME
The save data, the game mode and the methods.
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,...
#define SLOT_EXIT
The kinds of StageSlot (type).
#define FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
FieldState FIELDSTG_state
#define PROGRESS(n)
GAME.progress is n.
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
#define MUSIC_PROTOCOL_FOREST
ENV10_00: the Protocol Forest.
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
@ 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...
@ STORY_SOUTH_STATION_GHOST
WSTAG440 (South Station), event 152: a ghost's voice in the empty station.
@ STORY_SEIRYU_BADGE
WSTAG420, event 71: the Seiryu Leader is beaten (the Silver ID and the Seiryu Badge),...
@ STORY_FAKE_BLUE_CARD
WSTAG410 (East Station), event 90: the Blue Card the player was given turns out to be a fake.
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
s32 soundBank
SOUND.loadBank's, or 0.
StageTile * objects
the map objects, up to the first margin 0
s32 imageFile
or an image archive file, or 0
Vec2 start
where the player starts
StageSlot * slots
up to the first type 0
ActorImage * actors
then the actors', from actors[2]
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
s32 startDir
and its direction
s32 textFile
the stage's text file, for the talks
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
AreaBattle battles1Area3Battle5
BattleList battles1Area1Battles
AreaBattle battles0Area1Battle4
AreaBattle battles0Area0Battle3
AreaBattle battles1Area2Battle4
FieldBattles stageBattles0[]
Defined below, after the code that uses them.
AreaBattle battles0Area1Battle2
BattleList battles0Area3Battles
AreaBattle battles1Area2Battle2
AreaBattle battles1Area0Battle4
BattleList battles1Area3Battles
AreaBattle battles0Area1Battle3
BattleList battles0Area0Battles
AreaBattle battles0Area3Battle3
AreaBattle battles1Area1Battle5
FieldBattles stageBattles1[]
AreaBattle battles1Area1Battle3
AreaBattle battles1Area0Battle5
AreaBattle battles0Area0Battle7
AreaBattle battles1Area3Battle0
AreaBattle battles1Area0Battle6
AreaBattle battles1Area0Battle0
AreaBattle battles1Area2Battle6
BattleList battles1Area0Battles
AreaBattle battles0Area0Battle5
FieldActorEntry * stageActors[]
AreaBattle battles0Area2Battle2
AreaBattle battles1Area1Battle2
AreaBattle battles0Area3Battle7
AreaBattle battles1Area3Battle7
AreaBattle battles0Area3Battle1
AreaBattle battles0Area2Battle1
AreaBattle battles1Area3Battle2
AreaBattle battles1Area2Battle3
AreaBattle battles1Area3Battle6
AreaBattle battles0Area2Battle3
AreaBattle battles0Area0Battle4
AreaBattle battles0Area3Battle6
BattleList battles0Area2Battles
AreaBattle battles0Area1Battle6
AreaBattle battles0Area2Battle0
AreaBattle battles1Area1Battle1
AreaBattle battles0Area2Battle5
AreaBattle battles1Area0Battle3
AreaBattle battles0Area1Battle5
BattleList battles0Area1Battles
AreaBattle battles0Area2Battle4
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV10_00; battle list 0 before S...
AreaBattle battles1Area3Battle4
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
AreaBattle battles0Area1Battle7
AreaBattle battles1Area1Battle4
AreaBattle battles0Area3Battle4
AreaBattle battles0Area2Battle6
AreaBattle battles1Area2Battle0
AreaBattle battles0Area0Battle1
BattleList battles1Area2Battles
AreaBattle battles1Area2Battle5
AreaBattle battles1Area1Battle0
AreaBattle battles1Area3Battle3
AreaBattle battles0Area0Battle0
AreaBattle battles0Area2Battle7
AreaBattle battles1Area2Battle1
AreaBattle battles1Area0Battle7
AreaBattle battles0Area1Battle1
AreaBattle battles0Area3Battle2
AreaBattle battles1Area2Battle7
AreaBattle battles0Area1Battle0
AreaBattle battles0Area3Battle5
AreaBattle battles1Area0Battle1
AreaBattle battles1Area1Battle6
AreaBattle battles0Area0Battle2
AreaBattle battles0Area3Battle0
AreaBattle battles0Area0Battle6
AreaBattle battles1Area1Battle7
AreaBattle battles1Area3Battle1
AreaBattle battles1Area0Battle2