19 switch (task->
state) {
35#define STAGE_CHILDREN_SIZE 0x8
56#if VERSION_US || VERSION_JP
57#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
58#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
59#define STAGE_FILE 0x734
61#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
62#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
63#define STAGE_FILE 0x744
117#elif VERSION_EU || VERSION_JP
151 { 50, 8 }, { 51, 4 }, { 52, 8 }, { 53, 4 },
152 { 54, 8 }, { 55, 4 }, { 56, 8 }, { 57, 16 },
153 { 58, 4 }, { 59, 8 }, { 60, 4 }, { 61, 8 },
154 { 62, 8 }, { 63, 12 }, { 64, 20 }, { 65, 4 },
155 { 66, 8 }, { 67, 4 }, { 68, 8 }, { 69, 8 },
156 { 70, 8 }, { 71, 8 }, { 72, 8 }, { 73, 4 },
157 { 74, 8 }, { 75, 4 }, { 76, 8 }, { 77, 8 },
158 { 78, 8 }, { 79, 8 }, { 80, 8 }, { 81, 12 },
159 { 82, 8 }, { 83, 30 }, { 255, 0 },
217 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
218 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
219 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
220 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
221 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
222 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
223 { 0x140, 0x100, 0x16A, 0x100, 0xA8, 0, 0x170, 0x1FF },
284 { 1, 1, 0xE6, 2, 0x32, 0, 0, 0, 0, 0, 966, 364, 0, 0 },
285 { 1, 0, 0x40, 2, 0x54, 2, 0, 2, 6, 0, 931, 293, 0, 0 },
286 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 176, 403, 0, 0 },
287 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 600, 1073, 0, 0 },
288 { 1, 0, 0x78, 6, 7, 0, 0, 0, 0, 0, 745, 598, 0, 0 },
289 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 298, 442, 505, 0 },
290 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
293 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x299, 0x648, 0xD0, 1, 0, 0, 0 },
294 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 8, 0xF0, 0x4D8, 0, 0, 0, 0 },
295 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 8, 0x100, 0x450, 0, 0, 0, 0 },
296 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 9, 0x102, 0x420, 0, 0, 0, 0 },
297 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 9, 0xF2, 0x388, 0, 0, 0, 0 },
298 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 6, 0x1D2, 0x4C8, 0, 0, 0, 0 },
299 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 6, 0x1C2, 0x460, 0, 0, 0, 0 },
300 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 0xF, 0x1AF, 0x428, 0, 0, 0, 0 },
301 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 0xF, 0x1BF, 0x330, 0, 0, 0, 0 },
302 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_DROP, 0x16, 0, 0, 0, 0, 0, 0 },
303 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 9, 0x330, 0x208, 0, 0, 0, 0 },
304 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 9, 0x340, 0x170, 0, 0, 0, 0 },
305 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
void * createTileAnims(void)
Creates the updateTileAnims task.
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
#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).
#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 SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
#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 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
#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_TYRANNO_VALLEY
ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate.
#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)
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
@ 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_BK_IMPERIALDRAMON_BEATEN
wstag406 Tyranno Valley: set with event 1285, BK Imperialdramon says "Hey, I lost" and gives an item
#define SPECIAL_STORY_JUNGLE_SOUND_TO_BLACK_ID_PASS
GAME.progress is from STORY_JUNGLE_SOUND to STORY_BLACK_ID_PASS (PROGRESS_RANGES[0x15])
#define FLAG_BK_IMPERIALDRAMON_WIN_SEEN
wstag406 event 1285: BK Imperialdramon loses and gives the player a reward; set at its end,...
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
One frame of a sprite animation; frame 0xFF ends it (or loops it)
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
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(* applyAction)(s32 code, s32 value)
s32(* checkCondition)(u16 code, u16 value)
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...
u16 actor0Talk0Conditions[]
u16 actor0Talk1Conditions[]
u16 actor2Talk1Conditions[]
u16 actor1Talk1Conditions[]
u16 actor3Talk0Conditions[]
void endEvent1286(void)
After event 1286, with BK Imperialdramon: gives the player the Hazard Helmet and keeps it from playin...
FieldActorEntry * stageActors[]
u16 actor4Talk1Conditions[]
u16 actor1Talk0Conditions[]
u16 actor3Talk1Conditions[]
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0007.
u16 actor4Talk0Conditions[]
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
AnimFrame updateTileAnimsFrames[]
Defined below, after the code that uses them.
void endEvent1285(void)
After event 1285, with BK Imperialdramon: lets event 1286 start and starts the stage's event battle 0...
u16 actor2Talk0Conditions[]
FieldBattles stageBattles[]