Digimon World 3 decomp
The European version, SLES_039.36
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wstag405.c
Go to the documentation of this file.
1/*
2 * WSTAG405: Tyranno Valley, East Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7/* Defined below, after the code that uses them */
9
11
13
15
16/* Creates the event object of progress 4 when flag 0x400F is set and 0x4010 is not, and the stage helper task */
17void updateStage(StageTask *task, void **children) {
18 switch (task->state) {
19 case TASK_INIT:
20 default:
22 children[0] = FIELDSTG_startEvent(0x3D);
23 }
24 children[1] = createTileAnims();
25 task->nextState(task);
26 break;
27 case TASK_RUN:
28 case TASK_DONE:
29 case TASK_KILL:
30 break;
31 }
32}
33
34#define STAGE_CHILDREN_SIZE 0x8
36
37/* After event 60, with MasterTyranno: lets event 61 start and starts the stage's event battle 0 */
42
43/*
44 * After event 61, with MasterTyranno: gives the player the Old Claw and
45 * keeps it from playing again
46 */
51
52#if VERSION_US || VERSION_JP
53#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
54#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
55#define STAGE_FILE 0x248
56#define STAGE_ARCHIVE 0x3C9
57#elif VERSION_EU
58#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
59#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
60#define STAGE_FILE 0x257
61#define STAGE_ARCHIVE 0x3D9
62#endif
63/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0007 */
84
86 SCRIPT_FOLLOW(1, 2),
87 SCRIPT_WALK(2, 0x37C, 0x153, 5),
88 SCRIPT_PLACE(0x5A, 0x39C, 0x143),
89 SCRIPT_POSE(0x5A, 1, 1),
92 SCRIPT_POSE(2, 1, 5),
93 SCRIPT_WAIT(6),
94 SCRIPT_WAIT(0x1E),
95 SCRIPT_TALK(0, 1, 2, 3),
96 SCRIPT_POSE(2, 7, 5),
98 SCRIPT_POSE(2, 1, 5),
99 SCRIPT_WAIT(0x1E),
100 SCRIPT_TALK(0, 2, 0x5A, 0),
102 SCRIPT_WAIT(0x1E),
103 SCRIPT_TALK(0, 3, 2, 3),
104 SCRIPT_POSE(2, 7, 5),
106 SCRIPT_POSE(2, 1, 5),
107 SCRIPT_WAIT(0x1E),
108 SCRIPT_TALK(0, 4, 0x5A, 0),
110 SCRIPT_WAIT(0x1E),
112 /* after the end, the original's padding up to a word, which isn't zeros */
113#if VERSION_US
114 0x1B6,
115#endif
116};
118 SCRIPT_FOLLOW(1, 2),
119 SCRIPT_PLACE(2, 0x37C, 0x153),
120 SCRIPT_POSE(2, 1, 5),
121 SCRIPT_PLACE(0x5A, 0x39C, 0x143),
122 SCRIPT_POSE(0x5A, 1, 1),
123 SCRIPT_WAIT(0x78),
124 SCRIPT_TALK(0, 1, 0x5A, 0),
127 SCRIPT_WAIT(0x1E),
128 SCRIPT_TALK(0, 2, 2, 3),
129 SCRIPT_POSE(2, 7, 5),
131 SCRIPT_POSE(2, 1, 5),
132 SCRIPT_WAIT(0x1E),
133 SCRIPT_TALK(0, 3, 0x5A, 0),
135 SCRIPT_WAIT(0x1E),
136 SCRIPT_TALK(0, 4, 2, 3),
137 SCRIPT_POSE(2, 7, 5),
139 SCRIPT_POSE(2, 1, 5),
140 SCRIPT_WAIT(0x1E),
141 SCRIPT_TALK(0, 5, 0x5A, 0),
143 SCRIPT_WAIT(0x3C),
145};
147 { 50, 8 }, { 51, 4 }, { 52, 8 }, { 53, 4 },
148 { 54, 8 }, { 55, 4 }, { 56, 8 }, { 57, 16 },
149 { 58, 4 }, { 59, 8 }, { 60, 4 }, { 61, 8 },
150 { 62, 8 }, { 63, 12 }, { 64, 20 }, { 65, 4 },
151 { 66, 8 }, { 67, 4 }, { 68, 8 }, { 69, 8 },
152 { 70, 8 }, { 71, 8 }, { 72, 8 }, { 73, 4 },
153 { 74, 8 }, { 75, 4 }, { 76, 8 }, { 77, 8 },
154 { 78, 8 }, { 79, 8 }, { 80, 8 }, { 81, 12 },
155 { 82, 8 }, { 83, 30 }, { 255, 0 },
156};
183AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
184AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
185AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
189AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
190AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
198AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
199AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
200AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
201AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
202AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
203AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
213 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
214 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
215 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
216 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
217 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
218 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
219 { 0x180, 0x100, 0x1B4, 0x120, 0x1D0, 0x20, 0x170, 0x1FF },
220 { 0x180, 0x100, 0x1A0, 0x120, 0x180, 0x20, 0x150, 0x1FE },
221 { 0x180, 0x100, 0x1AA, 0x148, 0x1A8, 0x48, 0x160, 0x1FE },
222};
280 START_EVENT(0x2F), 1,
281 FLAG(0x1C, 0x11), 1,
283 CODES_END,
284};
288 { actor0Talk1Conditions, NULL, 0x2B7 },
289 { actor0Talk2Conditions, NULL, 0x2B8 },
291 { actor0Talk4Conditions, NULL, 0x2BC },
292 { NULL, NULL, 0 },
293};
296 { actor1Talk1Conditions, NULL, 0x2B6 },
297 { NULL, NULL, 0 },
298};
301 { actor2Talk1Conditions, NULL, 0x2B7 },
302 { actor2Talk2Conditions, NULL, 0x2B8 },
304 { actor2Talk4Conditions, NULL, 0x2BC },
305 { NULL, NULL, 0 },
306};
309 { actor3Talk1Conditions, NULL, 0x2B6 },
310 { NULL, NULL, 0 },
311};
313 { actor4Talk0Conditions, NULL, 0xF1 },
315 { actor4Talk2Conditions, NULL, 0x2DE },
316 { NULL, NULL, 0 },
317};
319 { NULL, NULL, 0x2E9 },
320 { NULL, NULL, 0 },
321};
323 { NULL, NULL, 0x2F6 },
324 { NULL, NULL, 0 },
325};
327 { NULL, NULL, 0x2F4 },
328 { NULL, NULL, 0 },
329};
331 { NULL, NULL, 0x2EF },
332 { NULL, NULL, 0 },
333};
335 { NULL, NULL, 0x2F1 },
336 { NULL, NULL, 0 },
337};
339 { NULL, NULL, 0x2F2 },
340 { NULL, NULL, 0 },
341};
343 { NULL, NULL, 0x2F7 },
344 { NULL, NULL, 0 },
345};
347 { NULL, NULL, 0x2F5 },
348 { NULL, NULL, 0 },
349};
351 { NULL, NULL, 0x2F3 },
352 { NULL, NULL, 0 },
353};
355 { NULL, NULL, 0x2F0 },
356 { NULL, NULL, 0 },
357};
359 { NULL, NULL, 0x2B5 },
360 { NULL, NULL, 0 },
361};
405 &actor0,
406 &actor1,
407 &actor2,
408 &actor3,
409 &actor4,
410 &actor5,
411 &actor6,
412 &actor7,
413 &actor8,
414 &actor9,
415 &actor10,
416 &actor11,
417 &actor12,
418 &actor13,
419 &actor14,
420 &actor15,
421 NULL,
422};
424 { 1, 1, 0xE6, 2, 0x32, 0, 0, 0, 0, 0, 966, 364, 0, 0 },
425 { 1, 0, 0x40, 2, 0x54, 2, 0, 2, 6, 0, 931, 293, 0, 0 },
426 { 1, 0, 0x40, 2, 1, 1, 1, 6, 8, 0, 179, 400, 0, 0 },
427 { 1, 0, 0x40, 2, 1, 1, 1, 6, 8, 0, 602, 1071, 0, 0 },
428 { 1, 0, 0xC8, 6, 7, 0, 0, 0, 0, 0, 745, 598, 0, 0 },
429 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 298, 442, 505, 0 },
430 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
431};
433 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x22A, 0x648, 0xD0, 1, 0, 0, 0 },
434 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 8, 0xF0, 0x4D8, 0, 0, 0, 0 },
435 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 8, 0x100, 0x450, 0, 0, 0, 0 },
436 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x102, 0x420, 0, 0, 0, 0 },
437 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0xF2, 0x388, 0, 0, 0, 0 },
438 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x1D2, 0x4C8, 0, 0, 0, 0 },
439 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x1C2, 0x460, 0, 0, 0, 0 },
440 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 0xF, 0x1AF, 0x428, 0, 0, 0, 0 },
441 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 0xF, 0x1BF, 0x330, 0, 0, 0, 0 },
442 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 0x16, 0, 0, 0, 0, 0, 0 },
443 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x330, 0x208, 0, 0, 0, 0 },
444 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0x340, 0x170, 0, 0, 0, 0 },
445 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
446};
447void (*stageFuncs[])(void) = {
449};
451 { 60, script60, EVENT_TEXT(0), NULL, endEvent60 },
452 { 61, script61, EVENT_TEXT(1), NULL, endEvent61 },
453 { -1, NULL, 0, NULL, NULL },
454};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
void * createTileAnims(void)
Creates the updateTileAnims task.
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
#define TASK_RUN
Definition task.h:35
#define TASK_KILL
Definition task.h:37
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
Definition task.h:34
#define TASK_DONE
Definition task.h:36
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
Definition event.c:250
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 updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#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_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 FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
Definition field_map.h:44
#define SLOT_CLIMB_DOWN
Definition field_map.h:257
#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 SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SLOT_DROP
Definition field_map.h:258
#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 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 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_TYRANNO_VALLEY
ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate.
Definition sound.h:123
#define MUSIC_BOSS
BOSS_000: the sectors' boss battles.
Definition sound.h:108
#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 SPECIAL_UNLOCK_AGUMON
an action: unlocks PARTNER_AGUMON; the talks that take or give its DDNA apply it
Definition story.h:1735
#define SPECIAL_PARTY_LEVEL_TOTAL_60
the party's levels add up to 60 or more (2 * 15 + 30)
Definition story.h:1769
#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
#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 SPECIAL_AGUMON_LOCKED
PARTNER_AGUMON is still locked.
Definition story.h:1781
#define SPECIAL_STORY_GENJI_BEATEN_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_GENJI_BEATEN to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1A])
Definition story.h:1941
#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_PARTY_LEVEL_TOTAL_30
the party's levels add up to 30 or more (0 * 15 + 30)
Definition story.h:1765
#define FLAG_MASTERTYRANNO_WIN_SEEN
wstag405 event 60: MasterTyranno loses and gives the Old Claw for Seiryu Leader; set at its end,...
Definition story.h:1327
#define FLAG_MASTER_TYRANNO_BEATEN
wstag405 Tyranno Valley: set with event 60, MasterTyranno lost and gives the Old Claw for the Seiryu ...
Definition story.h:612
#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 FLAG_SEIRYU_LEADER_CHALLENGE_SEEN
wstag405 event 61: the player shows the Old Claw and Seiryu Leader accepts the battle; set at its end...
Definition story.h:1330
#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 FLAG_AGUMON_DDNA_REQUESTED
wstag405: DRI Johann asks the player to get Agumon's DDNA from MetalGreymon; tested in wstag445 with ...
Definition story.h:585
#define SPECIAL_AGUMON_UNLOCKED
PARTNER_AGUMON is unlocked.
Definition story.h:1699
#define FLAG_DRI_JOHANN_TALKED
wstag405 Tyranno Valley: DRI Johann introduces himself as the Agumon researcher once; set there,...
Definition story.h:1115
#define FLAG_SEIRYU_LEADER_REFUSED
wstag375 Protocol Ruins: the Seiryu Leader won't fight until MasterTyranno is beaten; MasterTyranno t...
Definition story.h:1158
#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
One frame of a sprite animation; frame 0xFF ends it (or loops it)
Definition gfx.h:296
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
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
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
s32(* checkCondition)(u16 code, u16 value)
Definition game_state.h:53
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
The task a stage starts (startStage), updated by its updateStage.
Definition stage.h:26
void(* nextState)(struct StageTask *task)
Definition stage.h:27
s32 state
Definition stage.h:27
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 wstag405.c:368
u16 actor0Talk0Actions[]
Definition wstag405.c:224
AreaBattle area2Battle7
Definition wstag405.c:190
FieldActorEntry actor0
Definition wstag405.c:388
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag405.c:447
FieldActorEntry actor6
Definition wstag405.c:394
u16 actor11Conditions[]
Definition wstag405.c:383
u16 actor0Talk0Conditions[]
Definition wstag405.c:223
FieldTalk actor2Talks[]
Definition wstag405.c:299
AreaBattle area2Battle6
Definition wstag405.c:189
u16 actor0Talk1Conditions[]
Definition wstag405.c:225
u16 actor2Talk1Conditions[]
Definition wstag405.c:252
u16 actor4Talk1Actions[]
Definition wstag405.c:279
u16 actor10Conditions[]
Definition wstag405.c:382
FieldTalk actor14Talks[]
Definition wstag405.c:354
void endEvent61(void)
After event 61, with MasterTyranno: gives the player the Old Claw and keeps it from playing again.
Definition wstag405.c:47
FieldTalk actor5Talks[]
Definition wstag405.c:318
AreaBattle area1Battle6
Definition wstag405.c:176
AnimFrame updateTileAnimsFrames[]
Defined below, after the code that uses them.
Definition wstag405.c:146
FieldActorEntry actor5
Definition wstag405.c:393
u16 actor1Talk1Conditions[]
Definition wstag405.c:249
AreaBattle area0Battle7
Definition wstag405.c:164
FieldActorEntry actor2
Definition wstag405.c:390
u16 actor3Talk0Conditions[]
Definition wstag405.c:274
AreaBattle area3Battle4
Definition wstag405.c:200
AreaBattle area3Battle3
Definition wstag405.c:199
AreaBattle area0Battle1
Definition wstag405.c:158
u16 actor0Talk3Conditions[]
Definition wstag405.c:232
AreaBattle area2Battle0
Definition wstag405.c:183
u16 actor9Conditions[]
Definition wstag405.c:381
FieldActorEntry * stageActors[]
Definition wstag405.c:404
u16 actor2Talk3Conditions[]
Definition wstag405.c:259
AreaBattle area1Battle2
Definition wstag405.c:172
AreaBattle area3Battle0
Definition wstag405.c:196
s16 script60[]
Definition wstag405.c:85
u16 actor4Talk1Conditions[]
Definition wstag405.c:278
AreaBattle area0Battle6
Definition wstag405.c:163
FieldTalk actor1Talks[]
Definition wstag405.c:294
u16 actor13Conditions[]
Definition wstag405.c:385
AreaBattle area3Battle2
Definition wstag405.c:198
u16 actor1Talk0Conditions[]
Definition wstag405.c:247
FieldTalk actor0Talks[]
Definition wstag405.c:286
u16 actor0Talk4Conditions[]
Definition wstag405.c:240
AreaBattle area3Battle1
Definition wstag405.c:197
#define STAGE_ARCHIVE
Definition wstag405.c:61
AreaBattle area0Battle3
Definition wstag405.c:160
FieldActorEntry actor10
Definition wstag405.c:398
u16 actor3Talk1Conditions[]
Definition wstag405.c:276
u16 actor2Talk0Actions[]
Definition wstag405.c:251
FieldTalk actor4Talks[]
Definition wstag405.c:312
u16 actor4Conditions[]
Definition wstag405.c:376
FieldActorEntry actor4
Definition wstag405.c:392
u16 actor3Conditions[]
Definition wstag405.c:375
u16 actor2Talk2Conditions[]
Definition wstag405.c:253
AreaBattle area3Battle6
Definition wstag405.c:202
FieldTalk actor11Talks[]
Definition wstag405.c:342
FieldActorEntry actor8
Definition wstag405.c:396
u16 actor2Talk3Actions[]
Definition wstag405.c:266
ActorImage stageImages[]
Definition wstag405.c:212
FieldTalk actor6Talks[]
Definition wstag405.c:322
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0007.
Definition wstag405.c:64
AreaBattle area2Battle4
Definition wstag405.c:187
u16 actor4Talk0Conditions[]
Definition wstag405.c:277
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag405.c:423
FieldActorEntry actor9
Definition wstag405.c:397
u16 actor8Conditions[]
Definition wstag405.c:380
u16 actor5Conditions[]
Definition wstag405.c:377
FieldTalk actor10Talks[]
Definition wstag405.c:338
FieldTalk actor3Talks[]
Definition wstag405.c:307
FieldTalk actor9Talks[]
Definition wstag405.c:334
BattleList area3Battles
Definition wstag405.c:204
AreaBattle area3Battle5
Definition wstag405.c:201
AreaBattle area0Battle5
Definition wstag405.c:162
BattleList area1Battles
Definition wstag405.c:178
FieldTalk actor15Talks[]
Definition wstag405.c:358
BattleList area2Battles
Definition wstag405.c:191
u16 actor2Talk0Conditions[]
Definition wstag405.c:250
FieldActorEntry actor15
Definition wstag405.c:403
FieldActorEntry actor12
Definition wstag405.c:400
u16 actor15Conditions[]
Definition wstag405.c:387
AreaBattle area1Battle4
Definition wstag405.c:174
u16 actor6Conditions[]
Definition wstag405.c:378
AreaBattle area2Battle2
Definition wstag405.c:185
u16 actor0Talk2Conditions[]
Definition wstag405.c:226
AreaBattle area1Battle5
Definition wstag405.c:175
u16 actor14Conditions[]
Definition wstag405.c:386
FieldActorEntry actor7
Definition wstag405.c:395
StageSlot stageSlots[]
Definition wstag405.c:432
AreaBattle area2Battle1
Definition wstag405.c:184
u16 actor1Talk0Actions[]
Definition wstag405.c:248
FieldActorEntry actor13
Definition wstag405.c:401
AreaBattle area1Battle3
Definition wstag405.c:173
void endEvent60(void)
After event 60, with MasterTyranno: lets event 61 start and starts the stage's event battle 0.
Definition wstag405.c:38
AreaBattle area1Battle0
Definition wstag405.c:170
s16 script61[]
Definition wstag405.c:117
FieldActorEntry actor11
Definition wstag405.c:399
FieldActorEntry actor1
Definition wstag405.c:389
AreaBattle area0Battle0
Definition wstag405.c:157
AreaBattle area0Battle2
Definition wstag405.c:159
FieldTalk actor13Talks[]
Definition wstag405.c:350
#define STAGE_FILE
Definition wstag405.c:60
AreaBattle area2Battle5
Definition wstag405.c:188
AreaBattle area1Battle1
Definition wstag405.c:171
u16 actor7Conditions[]
Definition wstag405.c:379
AreaBattle area2Battle3
Definition wstag405.c:186
u16 actor2Conditions[]
Definition wstag405.c:374
FieldTalk actor7Talks[]
Definition wstag405.c:326
AreaBattle area0Battle4
Definition wstag405.c:161
#define STAGE_TEXT
Definition wstag405.c:58
u16 actor2Talk4Conditions[]
Definition wstag405.c:267
u16 actor3Talk0Actions[]
Definition wstag405.c:275
FieldTalk actor8Talks[]
Definition wstag405.c:330
FieldTalk actor12Talks[]
Definition wstag405.c:346
AreaBattle area3Battle7
Definition wstag405.c:203
BattleList area0Battles
Definition wstag405.c:165
AreaBattle area1Battle7
Definition wstag405.c:177
u16 actor4Talk2Conditions[]
Definition wstag405.c:285
FieldActorEntry actor3
Definition wstag405.c:391
FieldBattles stageBattles[]
Definition wstag405.c:209
FieldActorEntry actor14
Definition wstag405.c:402
FieldEvent stageEvents[]
Definition wstag405.c:450
u16 actor12Conditions[]
Definition wstag405.c:384
u16 actor0Conditions[]
Definition wstag405.c:362
u16 actor0Talk3Actions[]
Definition wstag405.c:239