Digimon World 3 decomp
The European version, SLES_039.36
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wstag396.c
Go to the documentation of this file.
1/*
2 * WSTAG396: Wind Prairie, East Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG395.
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 STAGE_FILE 0x581
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
17#define STAGE_FILE 0x591
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0006 */
39
81AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
96 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
97 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
98 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
99 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
100 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
101 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
102 { 0x180, 0x100, 0x1B6, 0x100, 0x1D8, 0, 0x140, 0x1FF },
103 { 0x180, 0x100, 0x1A6, 0x100, 0x198, 0, 0x160, 0x1FF },
104};
117 FLAG(0, 0), 1,
118 PARTY_STAT(6), 1,
119 PARTY_STAT(8), 1,
121 CODES_END,
122};
125 FLAG(0, 0), 1,
126 PARTY_STAT(6), 1,
127 PARTY_STAT(8), 1,
129 CODES_END,
130};
134u16 actor2Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(9), 1, FLAG(0xE, 0x3F), 0, CODES_END };
135u16 actor2Talk2Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x3F), 1, CODES_END };
137 FLAG(0, 0), 1,
138 PARTY_STAT(9), 1,
139 FLAG(0xE, 0x3F), 1,
140 PARTY_STAT(0xB), 0,
141 CODES_END,
142};
144 FLAG(0, 0), 1,
145 PARTY_STAT(9), 1,
146 FLAG(0xE, 0x3F), 1,
147 PARTY_STAT(0xB), 1,
148 CODES_END,
149};
157 { NULL, actor0Talk0Actions, 0x180 },
158 { NULL, NULL, 0 },
159};
177 { NULL, NULL, 0x24B },
178 { NULL, NULL, 0 },
179};
188 ITEM(0, 0x192), 1,
191 ITEM(0, 0x14), 0,
192 CODES_END,
193};
195 ITEM(0, 0x192), 1,
198 ITEM(0, 0x14), 1,
199 CODES_END,
200};
218 &actor0,
219 &actor1,
220 &actor2,
221 &actor3,
222 &actor4,
223 NULL,
224};
226 { 1, 0, 0x78, 2, 0x12, 0, 0, 0, 0, 0, 1216, 594, 0, 0 },
227 { 1, 0, 0x78, 2, 0x14, 0, 0, 0, 0, 0, 1172, 388, 0, 0 },
228 { 1, 0, 0x78, 2, 0x16, 0, 0, 0, 0, 0, 998, 303, 0, 0 },
229 { 1, 0, 0x78, 2, 0x17, 0, 0, 0, 0, 0, 953, 355, 0, 0 },
230 { 1, 0, 0x40, 2, 8, 0, 0, 0, 0, 0, 84, 106, 0, 0 },
231 { 1, 0, 0x40, 2, 8, 0, 0, 0, 0, 0, 619, 641, 0, 0 },
232 { 1, 0, 0x40, 2, 8, 0, 0, 0, 0, 0, 1198, 301, 0, 0 },
233 { 1, 0, 0x40, 2, 8, 0, 0, 0, 0, 0, 1556, 782, 0, 0 },
234 { 1, 0, 0x78, 4, 0x13, 0, 0, 0, 0, 0, 1264, 489, 562, 0 },
235 { 1, 0, 0x78, 4, 0x15, 0, 0, 0, 0, 0, 905, 338, 355, 0 },
236 { 1, 0, 0x78, 4, 0x18, 0, 0, 0, 0, 0, 914, 450, 464, 0 },
237 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 1115, 218, 262, 0 },
238 { 1, 0, 0x44, 4, 1, 0, 0, 0, 0, 0, 828, 359, 400, 0 },
239 { 1, 0, 0x60, 4, 2, 0, 0, 0, 0, 0, 476, 268, 321, 0 },
240 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 1216, 649, 682, 0 },
241 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 1169, 434, 465, 0 },
242 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 545, 557, 583, 0 },
243 { 1, 0, 0x44, 4, 6, 0, 0, 0, 0, 0, 925, 722, 766, 0 },
244 { 1, 0, 0x73, 4, 7, 0, 0, 0, 0, 0, 634, 658, 767, 0 },
245 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 288, 133, 133, 0 },
246 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 384, 135, 135, 0 },
247 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 425, 155, 155, 0 },
248 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 432, 311, 311, 0 },
249 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 472, 179, 179, 0 },
250 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 521, 203, 203, 0 },
251 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 528, 263, 263, 0 },
252 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 528, 391, 391, 0 },
253 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 574, 368, 368, 0 },
254 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 607, 214, 214, 0 },
255 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 617, 347, 347, 0 },
256 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 648, 235, 235, 0 },
257 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 695, 259, 259, 0 },
258 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 744, 283, 283, 0 },
259 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 792, 307, 307, 0 },
260 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 840, 331, 331, 0 },
261 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 928, 799, 799, 0 },
262 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1008, 791, 791, 0 },
263 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1376, 751, 751, 0 },
264 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1424, 775, 775, 0 },
265 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1472, 799, 799, 0 },
266 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1520, 967, 967, 0 },
267 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
268};
270 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x296, 0x4A2, 0x36A, 3, 0, 0, 0 },
271 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x299, 0xAA, 0xC3, 7, 0, 0, 0 },
272 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x29C, 0x150, 0x268, 5, 0, 0, 0 },
273 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 8, 3 },
274 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 7, 3 },
275 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 5, 0, 0, 0, 0, 0, 0 },
276 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
277};
278void (*stageFuncs[])(void) = {
280};
#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 SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SLOT_DROP
Definition field_map.h:258
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
Definition game_state.h:72
#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 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 PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_WIND_PRAIRIE
ENV_0006: the Wind Prairie.
Definition sound.h:122
#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_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
Definition sound.h:77
#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
#define SPECIAL_GAIN_1600_BIT
an action: gives the player 1600 BIT (MONEY_GAINS[4])
Definition story.h:1830
#define SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
#define FLAG_WIND_PRAIRIE_TROOPER_FOUGHT
wstag396 (Wind Prairie): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:896
#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 FLAG_WIND_PRAIRIE_1600_BIT_FOUND
wstag396: chest that gives 1600 BIT ("I got 1600 BIT!"); its conditions test it 0
Definition story.h:302
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
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
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
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 wstag396.c:187
u16 actor0Talk0Actions[]
Definition wstag396.c:105
AreaBattle area2Battle7
Definition wstag396.c:73
FieldActorEntry actor0
Definition wstag396.c:212
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag396.c:278
FieldTalk actor2Talks[]
Definition wstag396.c:168
AreaBattle area2Battle6
Definition wstag396.c:72
u16 actor2Talk1Conditions[]
Definition wstag396.c:133
u16 actor4Talk1Actions[]
Definition wstag396.c:153
u16 actor4Talk2Actions[]
Definition wstag396.c:155
AreaBattle area1Battle6
Definition wstag396.c:59
u16 actor1Talk3Actions[]
Definition wstag396.c:123
u16 actor1Talk2Actions[]
Definition wstag396.c:115
u16 actor1Talk1Conditions[]
Definition wstag396.c:113
AreaBattle area0Battle7
Definition wstag396.c:47
FieldActorEntry actor2
Definition wstag396.c:214
AreaBattle area3Battle4
Definition wstag396.c:83
AreaBattle area3Battle3
Definition wstag396.c:82
AreaBattle area0Battle1
Definition wstag396.c:41
AreaBattle area2Battle0
Definition wstag396.c:66
FieldActorEntry * stageActors[]
Definition wstag396.c:217
u16 actor2Talk3Conditions[]
Definition wstag396.c:136
AreaBattle area1Battle2
Definition wstag396.c:55
u16 actor2Talk4Actions[]
Definition wstag396.c:150
AreaBattle area3Battle0
Definition wstag396.c:79
u16 actor4Talk1Conditions[]
Definition wstag396.c:152
AreaBattle area0Battle6
Definition wstag396.c:46
FieldTalk actor1Talks[]
Definition wstag396.c:160
AreaBattle area3Battle2
Definition wstag396.c:81
u16 actor1Talk0Conditions[]
Definition wstag396.c:111
FieldTalk actor0Talks[]
Definition wstag396.c:156
AreaBattle area3Battle1
Definition wstag396.c:80
AreaBattle area0Battle3
Definition wstag396.c:43
u16 actor2Talk0Actions[]
Definition wstag396.c:132
FieldTalk actor4Talks[]
Definition wstag396.c:180
u16 actor4Conditions[]
Definition wstag396.c:206
FieldActorEntry actor4
Definition wstag396.c:216
u16 actor3Conditions[]
Definition wstag396.c:201
u16 actor2Talk2Conditions[]
Definition wstag396.c:134
AreaBattle area3Battle6
Definition wstag396.c:85
ActorImage stageImages[]
Definition wstag396.c:95
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0006.
Definition wstag396.c:20
AreaBattle area2Battle4
Definition wstag396.c:70
u16 actor4Talk0Conditions[]
Definition wstag396.c:151
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag396.c:225
FieldTalk actor3Talks[]
Definition wstag396.c:176
BattleList area3Battles
Definition wstag396.c:87
AreaBattle area3Battle5
Definition wstag396.c:84
AreaBattle area0Battle5
Definition wstag396.c:45
BattleList area1Battles
Definition wstag396.c:61
BattleList area2Battles
Definition wstag396.c:74
u16 actor2Talk0Conditions[]
Definition wstag396.c:131
AreaBattle area1Battle4
Definition wstag396.c:57
u16 actor2Talk2Actions[]
Definition wstag396.c:135
AreaBattle area2Battle2
Definition wstag396.c:68
AreaBattle area1Battle5
Definition wstag396.c:58
StageSlot stageSlots[]
Definition wstag396.c:269
AreaBattle area2Battle1
Definition wstag396.c:67
u16 actor1Talk0Actions[]
Definition wstag396.c:112
AreaBattle area1Battle3
Definition wstag396.c:56
AreaBattle area1Battle0
Definition wstag396.c:53
u16 actor1Talk2Conditions[]
Definition wstag396.c:114
FieldActorEntry actor1
Definition wstag396.c:213
AreaBattle area0Battle0
Definition wstag396.c:40
AreaBattle area0Battle2
Definition wstag396.c:42
#define STAGE_FILE
Definition wstag396.c:17
AreaBattle area2Battle5
Definition wstag396.c:71
AreaBattle area1Battle1
Definition wstag396.c:54
AreaBattle area2Battle3
Definition wstag396.c:69
u16 actor2Conditions[]
Definition wstag396.c:194
AreaBattle area0Battle4
Definition wstag396.c:44
#define STAGE_TEXT
Definition wstag396.c:16
u16 actor2Talk4Conditions[]
Definition wstag396.c:143
AreaBattle area3Battle7
Definition wstag396.c:86
u16 actor1Talk4Conditions[]
Definition wstag396.c:124
BattleList area0Battles
Definition wstag396.c:48
AreaBattle area1Battle7
Definition wstag396.c:60
u16 actor4Talk2Conditions[]
Definition wstag396.c:154
FieldActorEntry actor3
Definition wstag396.c:215
FieldBattles stageBattles[]
Definition wstag396.c:92
u16 actor1Talk3Conditions[]
Definition wstag396.c:116
u16 actor0Conditions[]
Definition wstag396.c:186