11#if VERSION_US || VERSION_JP
25 switch (task->
state) {
37 pos[0] = (scroll[0] - 0x2C0) >> 3;
38 pos[1] = (scroll[1] - 0x280) >> 3;
39 for (i = 0; i < 0x24; i++) {
53 switch (task->
state) {
69#define STAGE_CHILDREN_SIZE 0x8
91#if VERSION_US || VERSION_JP
92#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
93#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
94#define STAGE_FILE 0x1B1
95#define STAGE_ARCHIVE 0x2C2
97#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
98#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
99#define STAGE_FILE 0x1BF
100#define STAGE_ARCHIVE 0x2D1
161#if VERSION_EU || VERSION_JP
195 { 596, 399 }, { 809, 564 }, { 820, 832 }, { 1143, 1009 },
196 { 738, 1035 }, { 416, 1055 }, { 36, 28 }, { 140, 0 },
197 { 178, 159 }, { 218, 202 }, { 186, 242 }, { 299, 93 },
198 { 418, 16 }, { 440, 329 }, { 476, 369 }, { 725, 82 },
199 { 1137, 24 }, { 1213, 103 }, { 1281, 147 }, { 1349, 48 },
200 { 669, 632 }, { 491, 796 }, { 661, 889 }, { 624, 926 },
201 { 998, 634 }, { 1026, 648 }, { 890, 940 }, { 915, 959 },
202 { 826, 1119 }, { 1028, 1089 }, { 1227, 1002 }, { 1306, 861 },
203 { 498, 1190 }, { 146, 569 }, { 187, 590 }, { 394, 616 },
316 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
317 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
318 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
319 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
320 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
321 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
322 { 0x140, 0x100, 0x162, 0x128, 0x88, 0x28, 0x170, 0x1FF },
323 { 0x140, 0x100, 0x16A, 0x128, 0xA8, 0x28, 0x140, 0x1FE },
324 { 0x140, 0x100, 0x15A, 0x100, 0x68, 0, 0x150, 0x1FE },
325 { 0x140, 0x100, 0x150, 0x100, 0x40, 0, 0x160, 0x1FE },
326 { 0x140, 0x100, 0x162, 0x100, 0x88, 0, 0x170, 0x1FE },
327 { 0x140, 0x100, 0x16A, 0x100, 0xA8, 0, 0x140, 0x1FD },
328 { 0x140, 0x100, 0x150, 0x130, 0x40, 0x30, 0x150, 0x1FD },
329 { 0x140, 0x100, 0x172, 0x140, 0xC8, 0x40, 0x160, 0x1FD },
649 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
652 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x225, 0x510, 0x88, 1, 0, 0, 0 },
653 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_DEPTH, 8, 0, 0, 0, 0, 0, 0 },
654 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_DEPTH, 4, 0, 0, 0, 0, 0, 0 },
655 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_MAP, 1, 0, 0, 0, 0, 0, 0 },
656 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_MAP, 0, 0, 0, 0, 0, 0, 0 },
657 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_DROP, 6, 0, 0, 0, 0, 0, 0 },
658 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_DROP, 5, 0, 0, 0, 0, 0, 0 },
659 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 9, 0x7E, 0x1AF, 0, 0, 0, 0 },
660 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 9, 0x6D, 0x117, 0, 0, 0, 0 },
661 { { {
FLAG(0,
FIELD_FLAG_ENCOUNTERED), 0 }, {
CODES_END, 0 } },
SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
662 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
void * createFarSprites(void)
Creates the updateFarSprites task.
GfxState GFX
GFX: the graphics state and its methods.
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
GameState GAME
The save data, the game mode and the methods.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
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.
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
void * FIELDSTG_startEventBattle5(void)
Starts battle 5 of the fourth area: the end of the stages' events 9000.
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
#define SLOT_DEPTH
the player's depth, arg
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
#define FIELD_LAYER_MAP
the map, its objects and characters, and the menus
#define SLOT_MAP
the map the player is on, arg (FieldMap.setMap)
#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...
#define SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
#define FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
#define SLOT_EVENT
starts the event arg
#define FIELD_FLAG_ENCOUNTERED
The FLAGS_00 flag that every encounter sets (FIELDSTG_startEncounter); until it is set,...
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
#define SCRIPT_WAIT_BOX
until box 0 closes
#define SLOT_EXIT
The kinds of StageSlot (type).
#define FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
#define SCRIPT_WAIT(frames)
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
#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...
FieldState FIELDSTG_state
FileCache FILE_CACHE
The file cache.
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
#define EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
#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...
#define PROGRESS(n)
GAME.progress is n.
#define FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
#define MUSIC_PROTOCOL_RUINS
PYRA_BGM: the Protocol Ruins.
#define MUSIC_BOSS
BOSS_000: the sectors' boss battles.
#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)
void initSpriteDrawer(SpriteDrawer *obj)
Clears a sprite drawer to neutral (no scale, gray tint, follows the scroll), gives it its methods and...
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define SPECIAL_UNLOCK_VEEMON
an action: unlocks PARTNER_VEEMON; the talks that take or give its DDNA apply it
#define FLAG_TOM_SEIRYU_LEADER_TALKED
wstag430 Seiryu Tower: Repeating Tom says the Seiryu Leader trains at the Protocol Ruins; the Leader ...
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
@ STORY_AGUMON_SUITS
WSTAG380 (Divermon's Lake), event 205: the Mischievous Mat, caught in his Etemon Suit,...
@ STORY_SEPIKMON_MASK_LOST
WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his ...
@ STORY_GENJI_BEATEN
WSTAG200, event 52: after the first battle, won against Tamer Genji (event 50), the Digimon Navi give...
@ 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_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
#define FLAG_BARONMON_SEPIKMON_TALKED
wstag375 Protocol Ruins: Baronmon says Sepikmon had his mask and was last seen in Asuka City; Asuka t...
#define SPECIAL_STORY_ZANBAMON_DRIVEN_OFF_TO_AGUMON_DISGUISE
GAME.progress is from STORY_ZANBAMON_DRIVEN_OFF to STORY_AGUMON_DISGUISE (PROGRESS_RANGES[0x1E])
#define SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED
GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
#define FLAG_SEPIKMON_BOMB_HINT_TALKED
wstag475 Shaman House: Sepikmon says to ask his friend Baronmon about bombs; Baronmon then talks abou...
#define SPECIAL_STORY_BYAKKO_BADGE_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_BYAKKO_BADGE to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1D])
#define SPECIAL_PARTY_LEVEL_TOTAL_30
the party's levels add up to 30 or more (0 * 15 + 30)
#define FLAG_SEPIKMON_LOST_MASK_SEEN
wstag475 Shaman House event 180: the player meets maskless Sepikmon ("A monster!"),...
#define FLAG_DRI_BOB_TALKED
wstag375 Protocol Ruins: DRI Bob introduces himself once ("I'll tell you a secret"); set there,...
#define FLAG_BARONMON_TNT_BALL_TALKED
wstag375 Protocol Ruins: Baronmon can make the TNT Chip but needs a TNT Ball; then he says Triceramon...
#define SPECIAL_STORY_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF
GAME.progress is from STORY_SEIRYU_BADGE to STORY_ZANBAMON_DRIVEN_OFF (PROGRESS_RANGES[0xE])
#define SPECIAL_VEEMON_LOCKED
PARTNER_VEEMON is still locked.
#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...
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
#define FLAG_PHARAOHMON_BEATEN
wstag375 Protocol Ruins: set when Pharaohmon's event 1260 starts ("I lose!", gives the Old Wand); lat...
#define FLAG_PHARAOHMON_WIN_SEEN
wstag375 event 1260: Pharaohmon loses and gives the Old Wand; set at its end, tested 1 to start event...
#define SPECIAL_VEEMON_UNLOCKED
PARTNER_VEEMON is unlocked.
#define FLAG_SEIRYU_LEADER_REFUSED
wstag375 Protocol Ruins: the Seiryu Leader won't fight until MasterTyranno is beaten; MasterTyranno t...
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM
GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x10])
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 ...
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
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
FieldEvent * events
up to the first id -1
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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
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,...
void *(* getEntry)(u32 fileAndIndex)
void(* applyAction)(s32 code, s32 value)
s32(* checkCondition)(u16 code, u16 value)
struct Layer *(* getLayer)(s32 id)
A drawing layer (GFX.funcs.createLayer): a DRAWENV with a pair of ordering tables,...
Draws sprites from a sprite sheet (such as file 0x277, the menu graphics): a sheet has a table of fra...
void(* setAltClut)()
(x, y)
void(* setLayerId)()
(id, depth)
void(* draw)()
(sheet, frame, x, y)
void(* setTexture)()
(x, y)
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
The task a stage starts (startStage), updated by its updateStage.
void(* nextState)(struct StageTask *task)
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
u16 actor7Talk1Conditions[]
BattleList battles1Area1Battles
u16 actor5Talk3Conditions[]
AreaBattle battles0Area1Battle4
AreaBattle battles0Area0Battle3
u16 actor8Talk1Conditions[]
u16 actor3Talk3Conditions[]
Vec2 farSpriteSpots[]
Defined below, after the tables that use them.
AreaBattle battles1Area2Battle4
u16 actor2Talk1Conditions[]
FieldBattles stageBattles0[]
Defined below, after the code that uses them.
AreaBattle battles0Area1Battle2
void endEvent1261(void)
After event 1261, with Pharaohmon: gives the player the Old Wand and keeps it from playing again.
BattleList battles0Area3Battles
AreaBattle battles1Area2Battle2
AreaBattle battles1Area0Battle4
BattleList battles1Area3Battles
AreaBattle battles0Area1Battle3
BattleList battles0Area0Battles
u16 actor21Talk0Conditions[]
u16 actor5Talk0Conditions[]
AreaBattle battles0Area3Battle3
u16 actor11Talk1Conditions[]
AreaBattle battles1Area1Battle5
FieldBattles stageBattles1[]
AreaBattle battles1Area1Battle3
AreaBattle battles1Area0Battle5
AreaBattle battles0Area0Battle7
AreaBattle battles1Area3Battle0
#define SPRITES
The file of the sprites, which the versions number differently.
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
AreaBattle battles1Area0Battle6
u16 actor9Talk0Conditions[]
u16 actor6Talk1Conditions[]
u16 actor3Talk0Conditions[]
AreaBattle battles1Area0Battle0
u16 actor18Talk1Actions[]
AreaBattle battles1Area2Battle6
BattleList battles1Area0Battles
u16 actor7Talk0Conditions[]
AreaBattle battles0Area0Battle5
FieldActorEntry * stageActors[]
AreaBattle battles0Area2Battle2
AreaBattle battles1Area1Battle2
AreaBattle battles0Area3Battle7
u16 actor17Talk2Conditions[]
u16 actor10Talk1Conditions[]
u16 actor17Talk1Conditions[]
void endEvent1260(void)
After event 1260, with Pharaohmon: lets event 1261 start and starts the stage's event battle 0.
u16 actor21Talk2Conditions[]
u16 actor11Talk0Conditions[]
AreaBattle battles1Area3Battle7
u16 actor4Talk1Conditions[]
AreaBattle battles0Area3Battle1
AreaBattle battles0Area2Battle1
u16 actor12Talk0Actions[]
u16 actor18Talk1Conditions[]
u16 actor16Talk0Actions[]
u16 actor10Talk0Conditions[]
AreaBattle battles1Area3Battle2
u16 actor21Talk3Conditions[]
AreaBattle battles1Area2Battle3
AreaBattle battles1Area3Battle6
AreaBattle battles0Area2Battle3
AreaBattle battles0Area0Battle4
AreaBattle battles0Area3Battle6
BattleList battles0Area2Battles
u16 actor17Talk0Conditions[]
u16 actor13Talk0Conditions[]
u16 actor21Talk4Conditions[]
u16 actor3Talk2Conditions[]
u16 actor21Talk3Actions[]
u16 actor3Talk1Conditions[]
AreaBattle battles0Area1Battle6
AreaBattle battles0Area2Battle0
AreaBattle battles1Area1Battle1
u16 actor21Talk1Conditions[]
AreaBattle battles0Area2Battle5
u16 actor15Talk1Conditions[]
AreaBattle battles1Area0Battle3
u16 actor14Talk1Conditions[]
AreaBattle battles0Area1Battle5
BattleList battles0Area1Battles
AreaBattle battles0Area2Battle4
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing PYRA_BGM; battle list 0 before STORY_...
u16 actor12Talk0Conditions[]
u16 actor13Talk0Actions[]
u16 actor10Talk0Actions[]
u16 actor4Talk0Conditions[]
AreaBattle battles1Area3Battle4
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
u16 actor16Talk1Conditions[]
AreaBattle battles0Area1Battle7
AreaBattle battles1Area1Battle4
AreaBattle battles0Area3Battle4
u16 actor9Talk1Conditions[]
AreaBattle battles0Area2Battle6
AreaBattle battles1Area2Battle0
u16 actor2Talk0Conditions[]
AreaBattle battles0Area0Battle1
u16 actor6Talk0Conditions[]
BattleList battles1Area2Battles
AreaBattle battles1Area2Battle5
u16 actor12Talk1Conditions[]
u16 actor14Talk0Actions[]
AreaBattle battles1Area1Battle0
u16 actor17Talk1Actions[]
u16 actor5Talk1Conditions[]
AreaBattle battles1Area3Battle3
u16 actor5Talk2Conditions[]
u16 actor16Talk0Conditions[]
void updateFarSprites(StageTask *task)
Draws 36 sprites of file SPRITES at the positions of farSpriteSpots, scrolled at 1/8.
AreaBattle battles0Area0Battle0
AreaBattle battles0Area2Battle7
AreaBattle battles1Area2Battle1
u16 actor18Talk2Conditions[]
AreaBattle battles1Area0Battle7
AreaBattle battles0Area1Battle1
u16 actor11Talk0Actions[]
AreaBattle battles0Area3Battle2
AreaBattle battles1Area2Battle7
u16 actor13Talk1Conditions[]
u16 actor21Talk1Actions[]
AreaBattle battles0Area1Battle0
AreaBattle battles0Area3Battle5
u16 actor15Talk0Conditions[]
AreaBattle battles1Area0Battle1
AreaBattle battles1Area1Battle6
u16 actor15Talk0Actions[]
u16 actor18Talk0Conditions[]
AreaBattle battles0Area0Battle2
AreaBattle battles0Area3Battle0
u16 actor8Talk0Conditions[]
AreaBattle battles0Area0Battle6
AreaBattle battles1Area1Battle7
AreaBattle battles1Area3Battle1
AreaBattle battles1Area0Battle2
u16 actor14Talk0Conditions[]