Digimon World 3 decomp
The European version, SLES_039.36
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wstag380.c
Go to the documentation of this file.
1/*
2 * WSTAG380: Divermon's Lake, East Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11/* After event 205, with Man and Nick: moves the story on to STORY_AGUMON_SUITS */
15
16/* Defined below, after the code that uses them */
20const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 };
21#if VERSION_US || VERSION_JP
22#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
23#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
24#define STAGE_FILE 0x2AC
25#define STAGE_ARCHIVE 0x320
26#elif VERSION_EU
27#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
28#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
29#define STAGE_FILE 0x2BB
30#define STAGE_ARCHIVE 0x32F
31#endif
32/*
33 * Sets the stage up: its map, actors, battles and events, playing FIELDBGM;
34 * BGM_0029 instead at story steps 0x27 to 0x28; battle list 0 before story
35 * step 0xB, 1 before STORY_KNIGHTMON_REPROGRAMMED, 2 from then on
36 */
68
70 SCRIPT_FOLLOW(0, 2),
71 SCRIPT_WALK(2, 0xA1, 0x1B1, 3),
72 SCRIPT_PLACE(0x67, 0x81, 0x1A1),
73 SCRIPT_POSE(0x67, 1, 7),
74 SCRIPT_COMMAND(0x323, 0x325, 0x67),
76 SCRIPT_WAIT(0x3C),
77 SCRIPT_POSE(2, 1, 3),
78 SCRIPT_COMMAND(0x323, 0x326, 0x67),
79 SCRIPT_WAIT(0x1E),
80 SCRIPT_TALK(0, 1, 0x67, 0),
82 SCRIPT_WAIT(0x1E),
83 SCRIPT_TALK(0, 2, 2, 3),
85 SCRIPT_COMMAND(0x323, 0x325, 0x67),
86 SCRIPT_WAIT(0x3C),
87 SCRIPT_COMMAND(0x323, 0x326, 0x67),
88 SCRIPT_WAIT(0x1E),
89 SCRIPT_TALK(0, 3, 0x67, 0),
91 SCRIPT_WAIT(0x1E),
92 SCRIPT_TALK(0, 4, 2, 3),
94 SCRIPT_WAIT(0x1E),
95 SCRIPT_TALK(0, 5, 0x67, 0),
97 SCRIPT_WAIT(0x1E),
98 SCRIPT_TALK(0, 6, 2, 3),
99 SCRIPT_POSE(2, 7, 3),
101 SCRIPT_POSE(2, 1, 3),
102 SCRIPT_WAIT(0x1E),
103 SCRIPT_TALK(0, 7, 0x67, 0),
105 SCRIPT_WAIT(0x1E),
106 SCRIPT_TALK(0, 8, 2, 3),
108 SCRIPT_COMMAND(0x323, 0x327, 2),
109 SCRIPT_WAIT(0x3C),
110 SCRIPT_COMMAND(0x323, 0x326, 2),
111 SCRIPT_WAIT(0x1E),
112 SCRIPT_TALK(0, 9, 0x67, 0),
114 SCRIPT_POSE(0x67, 1, 3),
115 SCRIPT_WAIT(0x1E),
116 SCRIPT_TALK(0, 0xA, 0x67, 0),
118 SCRIPT_WAIT(0x1E),
119 SCRIPT_WALK(2, 0xA0, 0x1D0, 0),
121 SCRIPT_WALK(2, 0xE0, 0x1F0, 7),
122 SCRIPT_WAIT(0x3C),
123 SCRIPT_LEAVE(0x222, 0x32A, 0x334, 3),
125};
292 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
293 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
294 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
295 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
296 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
297 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
298 { 0x180, 0x100, 0x19A, 0x120, 0x168, 0x20, 0x160, 0x1FF },
299 { 0x140, 0x100, 0x170, 0x1CC, 0xC0, 0xCC, 0x140, 0x1FE },
300 { 0x180, 0x100, 0x1B0, 0x100, 0x1C0, 0, 0x150, 0x1FE },
301 { 0x180, 0x100, 0x180, 0x120, 0x100, 0x20, 0x160, 0x1FE },
302 { 0x180, 0x100, 0x18A, 0x120, 0x128, 0x20, 0x170, 0x1FE },
303 { 0, 0, 0, 0, 0, 0, 0, 0 },
304};
321 { NULL, actor0Talk0Actions, 0x16F },
322 { NULL, NULL, 0 },
323};
326 { actor1Talk1Conditions, NULL, 0x2BA },
327 { NULL, NULL, 0 },
328};
330 { NULL, actor4Talk0Actions, 0x248 },
331 { NULL, NULL, 0 },
332};
351FieldActorEntry actor2 = { NULL, NULL, 0x4C, 6, 760, 357, 7 };
352FieldActorEntry actor3 = { NULL, NULL, 0x58, 7, 670, 280, 1 };
354FieldActorEntry actor5 = { actor5Conditions, NULL, 0x11C, 9, 520, 437, 1 };
356 &actor0,
357 &actor1,
358 &actor2,
359 &actor3,
360 &actor4,
361 &actor5,
362 NULL,
363};
365 { 1, 0, 0x40, 2, 4, 1, 4, 9, 8, 0, 43, 521, 0, 0 },
366 { 1, 0, 0x40, 2, 4, 1, 4, 9, 8, 0, 426, -16, 0, 0 },
367 { 1, 0, 0x40, 2, 4, 1, 4, 9, 8, 0, 761, 743, 0, 0 },
368 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 337, 409, 0, 0 },
369 { 1, 0, 0x74, 2, 2, 0, 0, 0, 0, 0, 655, 662, 0, 0 },
370 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 732, 199, 0, 0 },
371 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 810, 177, 0, 0 },
372 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 868, 149, 0, 0 },
373 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 989, 389, 0, 0 },
374 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1051, 414, 0, 0 },
375 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1125, 373, 0, 0 },
376 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 431, 396, 0, 0 },
377 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 541, 288, 0, 0 },
378 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 618, 226, 0, 0 },
379 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 781, 193, 0, 0 },
380 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 907, 130, 0, 0 },
381 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 34, 772, 0, 0 },
382 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 470, 378, 0, 0 },
383 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 504, 455, 0, 0 },
384 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 606, 516, 0, 0 },
385 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 611, 441, 0, 0 },
386 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 660, 472, 0, 0 },
387 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 686, 214, 0, 0 },
388 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 700, 583, 0, 0 },
389 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 764, 605, 0, 0 },
390 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 840, 162, 0, 0 },
391 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 372, 442, 0, 0 },
392 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 411, 412, 0, 0 },
393 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 492, 502, 0, 0 },
394 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 988, 429, 0, 0 },
395 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 58, 779, 0, 0 },
396 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 293, 404, 0, 0 },
397 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 427, 470, 0, 0 },
398 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 537, 476, 0, 0 },
399 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 940, 144, 0, 0 },
400 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 337, 423, 0, 0 },
401 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 538, 522, 0, 0 },
402 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 624, 465, 0, 0 },
403 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 764, 635, 0, 0 },
404 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 793, 425, 0, 0 },
405 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1050, 398, 0, 0 },
406 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 45, 781, 0, 0 },
407 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 466, 351, 0, 0 },
408 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 467, 390, 0, 0 },
409 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 523, 455, 0, 0 },
410 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 552, 295, 0, 0 },
411 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 563, 474, 0, 0 },
412 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 564, 271, 0, 0 },
413 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 575, 246, 0, 0 },
414 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 632, 233, 0, 0 },
415 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 644, 473, 0, 0 },
416 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 664, 324, 0, 0 },
417 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 684, 581, 0, 0 },
418 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 690, 456, 0, 0 },
419 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 733, 208, 0, 0 },
420 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 788, 632, 0, 0 },
421 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 792, 404, 0, 0 },
422 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 819, 419, 0, 0 },
423 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 850, 168, 0, 0 },
424 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 952, 332, 0, 0 },
425 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 977, 396, 0, 0 },
426 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1021, 428, 0, 0 },
427 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1072, 376, 0, 0 },
428 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1131, 347, 0, 0 },
429 { 1, 0, 0x74, 6, 3, 0, 0, 0, 0, 0, 768, 640, 0, 0 },
430 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 96, 687, 687, 0 },
431 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 103, 923, 923, 0 },
432 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 144, 663, 663, 0 },
433 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 160, 703, 703, 0 },
434 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 160, 943, 943, 0 },
435 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 192, 639, 639, 0 },
436 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 192, 911, 911, 0 },
437 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 208, 679, 679, 0 },
438 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 224, 952, 952, 0 },
439 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 256, 559, 559, 0 },
440 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 256, 655, 655, 0 },
441 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 272, 197, 197, 0 },
442 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 274, 262, 262, 0 },
443 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 288, 623, 623, 0 },
444 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 288, 937, 937, 0 },
445 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 304, 535, 535, 0 },
446 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 305, 230, 230, 0 },
447 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 320, 175, 175, 0 },
448 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 336, 599, 599, 0 },
449 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 352, 207, 207, 0 },
450 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 400, 583, 583, 0 },
451 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 480, 591, 591, 0 },
452 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 576, 127, 127, 0 },
453 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 624, 110, 110, 0 },
454 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 656, 135, 135, 0 },
455 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 720, 110, 110, 0 },
456 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 896, 831, 831, 0 },
457 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 944, 807, 807, 0 },
458 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 992, 783, 783, 0 },
459 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1115, 428, 428, 0 },
460 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
461};
463 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x222, 0x32A, 0x334, 3, 0, 0, 0 },
464 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x229, 0x9A, 0x74, 7, 0, 0, 0 },
465 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 8, 1 },
466 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 3, 0x1A1, 0x140, 0, 0, 0, 0 },
467 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 3, 0x1B0, 0x176, 0, 0, 0, 0 },
468 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x38, 0x58, 0, 0, 0, 0, 0 },
469 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x40, 0x40, 0, 0, 0, 0, 0 },
470 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0xFFC0, 0, 0, 0, 0, 0 },
471 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFB8, 0x28, 0, 0, 0, 0, 0 },
472 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x38, 0, 0, 0, 0, 0 },
473 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFF90, 0xFFF8, 0, 0, 0, 0, 0 },
474 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFB0, 0xFFF8, 0, 0, 0, 0, 0 },
475 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x40, 0xFFE8, 0, 0, 0, 0, 0 },
476 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFE0, 0x18, 0, 0, 0, 0, 0 },
477 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFF0, 0x10, 0, 0, 0, 0, 0 },
478 { { { FLAG(0, FIELD_FLAG_ENCOUNTERED), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
479 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
480};
481void (*stageFuncs[])(void) = {
483};
485 { 205, script205, EVENT_TEXT(1), NULL, endEvent205 },
486 { 9000, NULL, 0, FIELDSTG_startEventBattle5, NULL },
487 { -1, NULL, 0, NULL, NULL },
488};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
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
void * FIELDSTG_startEventBattle5(void)
Starts battle 5 of the fourth area: the end of the stages' events 9000.
Definition field.c:1010
#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 SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
Definition field_map.h:171
#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 SLOT_EVENT
starts the event arg
Definition field_map.h:262
#define FIELD_FLAG_ENCOUNTERED
The FLAGS_00 flag that every encounter sets (FIELDSTG_startEncounter); until it is set,...
Definition field_map.h:190
#define SLOT_GAUGE
the gauge game
Definition field_map.h:261
#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 FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#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 FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SLOT_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
#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 FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
Definition game_state.h:68
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
Definition sound.h:105
#define MUSIC_FIELD
FIELDBGM: Central Park, the Wire Forest Entrance, Shell Beach, Plug Cape.
Definition sound.h:83
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
Definition sound.h:70
#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 FLAG_DIVERMON_LAKE_BANDANNA_FOUND
wstag380: chest that gives the Bandanna, "I got" text; its conditions test it 0
Definition story.h:185
#define FLAG_DIVERMON_RED_SNAPPER_TAKEN
wstag380 Divermon's Lake: the player frees a Red Snapper stuck in Divermon's throat and gets it (item...
Definition story.h:1112
@ STORY_AGUMON_SUITS
WSTAG380 (Divermon's Lake), event 205: the Mischievous Mat, caught in his Etemon Suit,...
Definition story.h:52
@ STORY_SEPIKMON_MASK_LOST
WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his ...
Definition story.h:49
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ STORY_SUZAKU_BADGE
WSTAG520, event 261: the Suzaku Leader is beaten (the Suzaku Badge), and Kail says Teddy went to Asuk...
Definition story.h:58
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
#define FLAG_ETEMON_DIVERMON_LAKE_TALKED
wstag202: Etemon says Sepikmon ran towards the Divermon Lake; set there, tested at Divermon's Lake
Definition story.h:1073
#define FLAG_TAI_KONG_WANG_POLE_TALKED
wstag340 Shell Beach: Tai Kong Wang offers to make a fishing pole from a pole, string and hook; teste...
Definition story.h:1085
#define SPECIAL_STORY_SINCE_DE_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
#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
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
Definition field_map.h:402
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
Definition field_map.h:411
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
Definition field_map.h:422
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
FieldBattles * battles
Definition field_map.h:450
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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
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 wstag380.c:334
u16 actor0Talk0Actions[]
Definition wstag380.c:305
FieldActorEntry actor0
Definition wstag380.c:349
AreaBattle battles2Area2Battle1
Definition wstag380.c:257
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag380.c:481
AreaBattle battles1Area3Battle5
Definition wstag380.c:222
BattleList battles1Area1Battles
Definition wstag380.c:199
AreaBattle battles0Area1Battle4
Definition wstag380.c:143
AreaBattle battles0Area0Battle3
Definition wstag380.c:129
BattleList battles2Area1Battles
Definition wstag380.c:251
AreaBattle battles1Area2Battle4
Definition wstag380.c:208
FieldBattles stageBattles0[]
Defined below, after the code that uses them.
Definition wstag380.c:282
BattleList battles2Area0Battles
Definition wstag380.c:238
AreaBattle battles0Area1Battle2
Definition wstag380.c:141
BattleList battles0Area3Battles
Definition wstag380.c:173
AreaBattle battles1Area2Battle2
Definition wstag380.c:206
AreaBattle battles1Area0Battle4
Definition wstag380.c:182
BattleList battles1Area3Battles
Definition wstag380.c:225
AreaBattle battles0Area1Battle3
Definition wstag380.c:142
AreaBattle battles2Area1Battle1
Definition wstag380.c:244
BattleList battles0Area0Battles
Definition wstag380.c:134
AreaBattle battles2Area1Battle6
Definition wstag380.c:249
AreaBattle battles2Area2Battle6
Definition wstag380.c:262
AreaBattle battles2Area2Battle0
Definition wstag380.c:256
AreaBattle battles2Area1Battle4
Definition wstag380.c:247
BattleList battles2Area2Battles
Definition wstag380.c:264
AreaBattle battles2Area1Battle7
Definition wstag380.c:250
AreaBattle battles2Area1Battle5
Definition wstag380.c:248
AreaBattle battles0Area3Battle3
Definition wstag380.c:168
AreaBattle battles2Area0Battle5
Definition wstag380.c:235
AreaBattle battles1Area1Battle5
Definition wstag380.c:196
FieldBattles stageBattles1[]
Definition wstag380.c:285
AreaBattle battles1Area1Battle3
Definition wstag380.c:194
AreaBattle battles1Area0Battle5
Definition wstag380.c:183
FieldActorEntry actor5
Definition wstag380.c:354
AreaBattle battles0Area0Battle7
Definition wstag380.c:133
AreaBattle battles1Area3Battle0
Definition wstag380.c:217
u16 actor1Talk1Conditions[]
Definition wstag380.c:318
FieldActorEntry actor2
Definition wstag380.c:351
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag380.c:20
AreaBattle battles1Area0Battle6
Definition wstag380.c:184
AreaBattle battles1Area0Battle0
Definition wstag380.c:178
AreaBattle battles1Area2Battle6
Definition wstag380.c:210
BattleList battles1Area0Battles
Definition wstag380.c:186
AreaBattle battles0Area0Battle5
Definition wstag380.c:131
FieldBattles stageBattles2[]
Definition wstag380.c:288
FieldActorEntry * stageActors[]
Definition wstag380.c:355
AreaBattle battles0Area2Battle2
Definition wstag380.c:154
AreaBattle battles1Area1Battle2
Definition wstag380.c:193
AreaBattle battles2Area3Battle6
Definition wstag380.c:275
AreaBattle battles0Area3Battle7
Definition wstag380.c:172
AreaBattle battles2Area3Battle0
Definition wstag380.c:269
AreaBattle battles2Area2Battle5
Definition wstag380.c:261
AreaBattle battles1Area3Battle7
Definition wstag380.c:224
AreaBattle battles0Area3Battle1
Definition wstag380.c:166
AreaBattle battles0Area2Battle1
Definition wstag380.c:153
AreaBattle battles2Area0Battle7
Definition wstag380.c:237
AreaBattle battles1Area3Battle2
Definition wstag380.c:219
FieldTalk actor1Talks[]
Definition wstag380.c:324
AreaBattle battles1Area2Battle3
Definition wstag380.c:207
AreaBattle battles1Area3Battle6
Definition wstag380.c:223
AreaBattle battles0Area2Battle3
Definition wstag380.c:155
AreaBattle battles0Area0Battle4
Definition wstag380.c:130
AreaBattle battles0Area3Battle6
Definition wstag380.c:171
BattleList battles0Area2Battles
Definition wstag380.c:160
u16 actor1Talk0Conditions[]
Definition wstag380.c:311
FieldTalk actor0Talks[]
Definition wstag380.c:320
#define STAGE_ARCHIVE
Definition wstag380.c:30
AreaBattle battles2Area3Battle7
Definition wstag380.c:276
FieldTalk actor4Talks[]
Definition wstag380.c:329
u16 actor4Conditions[]
Definition wstag380.c:339
FieldActorEntry actor4
Definition wstag380.c:353
AreaBattle battles2Area2Battle7
Definition wstag380.c:263
AreaBattle battles0Area1Battle6
Definition wstag380.c:145
AreaBattle battles0Area2Battle0
Definition wstag380.c:152
AreaBattle battles1Area1Battle1
Definition wstag380.c:192
AreaBattle battles2Area3Battle2
Definition wstag380.c:271
AreaBattle battles0Area2Battle5
Definition wstag380.c:157
AreaBattle battles1Area0Battle3
Definition wstag380.c:181
ActorImage stageImages[]
Definition wstag380.c:291
AreaBattle battles2Area3Battle5
Definition wstag380.c:274
AreaBattle battles2Area0Battle1
Definition wstag380.c:231
AreaBattle battles0Area1Battle5
Definition wstag380.c:144
BattleList battles0Area1Battles
Definition wstag380.c:147
AreaBattle battles0Area2Battle4
Definition wstag380.c:156
AreaBattle battles2Area1Battle3
Definition wstag380.c:246
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing FIELDBGM; BGM_0029 instead at story s...
Definition wstag380.c:37
AreaBattle battles2Area3Battle4
Definition wstag380.c:273
BattleList battles2Area3Battles
Definition wstag380.c:277
AreaBattle battles1Area3Battle4
Definition wstag380.c:221
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag380.c:364
AreaBattle battles2Area2Battle4
Definition wstag380.c:260
AreaBattle battles2Area0Battle4
Definition wstag380.c:234
AreaBattle battles0Area1Battle7
Definition wstag380.c:146
AreaBattle battles1Area1Battle4
Definition wstag380.c:195
AreaBattle battles0Area3Battle4
Definition wstag380.c:169
u16 actor5Conditions[]
Definition wstag380.c:344
AreaBattle battles0Area2Battle6
Definition wstag380.c:158
AreaBattle battles1Area2Battle0
Definition wstag380.c:204
void endEvent205(void)
After event 205, with Man and Nick: moves the story on to STORY_AGUMON_SUITS.
Definition wstag380.c:12
AreaBattle battles0Area0Battle1
Definition wstag380.c:127
BattleList battles1Area2Battles
Definition wstag380.c:212
AreaBattle battles1Area2Battle5
Definition wstag380.c:209
AreaBattle battles1Area1Battle0
Definition wstag380.c:191
StageSlot stageSlots[]
Definition wstag380.c:462
u16 actor1Talk0Actions[]
Definition wstag380.c:312
AreaBattle battles2Area0Battle0
Definition wstag380.c:230
AreaBattle battles1Area3Battle3
Definition wstag380.c:220
AreaBattle battles2Area0Battle6
Definition wstag380.c:236
s16 script205[]
Definition wstag380.c:69
FieldActorEntry actor1
Definition wstag380.c:350
AreaBattle battles2Area2Battle2
Definition wstag380.c:258
#define STAGE_FILE
Definition wstag380.c:29
u16 actor4Talk0Actions[]
Definition wstag380.c:319
AreaBattle battles2Area0Battle2
Definition wstag380.c:232
AreaBattle battles0Area0Battle0
Definition wstag380.c:126
AreaBattle battles0Area2Battle7
Definition wstag380.c:159
AreaBattle battles1Area2Battle1
Definition wstag380.c:205
AreaBattle battles1Area0Battle7
Definition wstag380.c:185
AreaBattle battles0Area1Battle1
Definition wstag380.c:140
AreaBattle battles0Area3Battle2
Definition wstag380.c:167
AreaBattle battles1Area2Battle7
Definition wstag380.c:211
AreaBattle battles2Area3Battle1
Definition wstag380.c:270
AreaBattle battles0Area1Battle0
Definition wstag380.c:139
AreaBattle battles0Area3Battle5
Definition wstag380.c:170
AreaBattle battles2Area0Battle3
Definition wstag380.c:233
#define STAGE_TEXT
Definition wstag380.c:27
AreaBattle battles1Area0Battle1
Definition wstag380.c:179
AreaBattle battles1Area1Battle6
Definition wstag380.c:197
AreaBattle battles2Area2Battle3
Definition wstag380.c:259
AreaBattle battles0Area0Battle2
Definition wstag380.c:128
AreaBattle battles2Area1Battle0
Definition wstag380.c:243
AreaBattle battles0Area3Battle0
Definition wstag380.c:165
AreaBattle battles0Area0Battle6
Definition wstag380.c:132
AreaBattle battles1Area1Battle7
Definition wstag380.c:198
AreaBattle battles1Area3Battle1
Definition wstag380.c:218
FieldActorEntry actor3
Definition wstag380.c:352
AreaBattle battles2Area3Battle3
Definition wstag380.c:272
AreaBattle battles1Area0Battle2
Definition wstag380.c:180
AreaBattle battles2Area1Battle2
Definition wstag380.c:245
FieldEvent stageEvents[]
Definition wstag380.c:484
u16 actor0Conditions[]
Definition wstag380.c:333