Digimon World 3 decomp
The European version, SLES_039.36
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wstag410.c
Go to the documentation of this file.
1/*
2 * WSTAG410: East Station, East Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11/* After event 90, with the player: moves the story on to STORY_FAKE_BLUE_CARD */
15
16const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
17#if VERSION_US || VERSION_JP
18#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
19#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
20#define STAGE_FILE 0x38D
21#elif VERSION_EU
22#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
23#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
24#define STAGE_FILE 0x39D
25#endif
26/*
27 * Sets the stage up: its map, actors, battles and events, playing BGM_0012;
28 * BGM_0029 instead at story steps 0x27 to 0x28
29 */
54
56 SCRIPT_WALK(2, 0x1DE, 0x140, 1),
59 SCRIPT_POSE(2, 1, 1),
60 SCRIPT_WAIT(0x1E),
61 SCRIPT_TALK(0, 1, 2, 0),
63 SCRIPT_WAIT(0x1E),
64 SCRIPT_TALK(0, 2, 2, 4),
66 SCRIPT_WAIT(0x1E),
67 SCRIPT_COMMAND(0x323, 0x325, 2),
68 SCRIPT_WAIT(0x3C),
69 SCRIPT_COMMAND(0x323, 0x326, 2),
70 SCRIPT_WAIT(0x1E),
71 SCRIPT_TALK(0, 3, 2, 0),
73 SCRIPT_WAIT(0x1E),
74 SCRIPT_TALK(0, 4, 2, 4),
76 SCRIPT_WAIT(0x1E),
77 SCRIPT_TALK(0, 5, 2, 0),
79 SCRIPT_WAIT(0x1E),
80 SCRIPT_WALK(2, 0x20E, 0x128, 5),
81 SCRIPT_WAIT(0x1E),
82 SCRIPT_LEAVE(0x22A, 0xD0, 0x2FC, 7),
84};
86 SCRIPT_WALK(2, 0x1DE, 0x140, 1),
89 SCRIPT_POSE(2, 1, 1),
90 SCRIPT_WAIT(0x1E),
91 SCRIPT_TALK(0, 1, 2, 4),
93 SCRIPT_WAIT(0x1E),
94 SCRIPT_TALK(0, 2, 2, 2),
95 SCRIPT_POSE(2, 7, 1),
97 SCRIPT_POSE(2, 1, 1),
98 SCRIPT_WAIT(0x1E),
99 SCRIPT_COMMAND(0x323, 0x327, 2),
100 SCRIPT_WAIT(0x78),
101 SCRIPT_COMMAND(0x323, 0x326, 2),
102 SCRIPT_WAIT(0x1E),
103 SCRIPT_COMMAND(0x324, 0x325, 2),
104 SCRIPT_WAIT(0x78),
105 SCRIPT_COMMAND(0x324, 0x326, 2),
106 SCRIPT_WAIT(0x1E),
107 SCRIPT_TALK(0, 3, 2, 2),
108 SCRIPT_POSE(2, 7, 1),
110 SCRIPT_POSE(2, 1, 1),
111 SCRIPT_WAIT(0x1E),
112 SCRIPT_POSE(2, 1, 5),
113 SCRIPT_WAIT(0x1E),
114 SCRIPT_WALK(2, 0x1FF, 0x130, 5),
116 SCRIPT_POSE(2, 1, 5),
117 SCRIPT_WAIT(0x1E),
119};
121 SCRIPT_WALK(2, 0x1DE, 0x140, 1),
124 SCRIPT_POSE(2, 1, 1),
125 SCRIPT_WAIT(0x1E),
126 SCRIPT_TALK(0, 1, 2, 4),
128 SCRIPT_WAIT(0x1E),
130 SCRIPT_WAIT(0x3C),
132 SCRIPT_WAIT(0x1E),
133 SCRIPT_WAIT(0x1E),
134 SCRIPT_TALK(0, 2, 2, 2),
135 SCRIPT_POSE(2, 7, 1),
137 SCRIPT_POSE(2, 1, 1),
138 SCRIPT_WAIT(0x1E),
139 SCRIPT_POSE(2, 1, 5),
140 SCRIPT_WAIT(0x1E),
141 SCRIPT_WALK(2, 0x1EF, 0x139, 5),
143 SCRIPT_WALK(2, 0x19F, 0x111, 3),
145 SCRIPT_WALK(2, 0x13F, 0x141, 1),
146 SCRIPT_WAIT(0x3C),
147 SCRIPT_LEAVE(0x22D, 0x114, 0x157, 1),
149};
151 SCRIPT_WALK(2, 0x1DE, 0x140, 1),
154 SCRIPT_POSE(2, 1, 1),
155 SCRIPT_WAIT(0x1E),
157 SCRIPT_WAIT(0x78),
159 SCRIPT_WAIT(0x1E),
160 SCRIPT_TALK(0, 1, 2, 4),
162 SCRIPT_POSE(2, 1, 3),
163 SCRIPT_WAIT(0x1E),
164 SCRIPT_WALK(2, 0x18E, 0x118, 3),
166 SCRIPT_WALK(2, 0x14E, 0x138, 1),
167 SCRIPT_WAIT(0x3C),
168 SCRIPT_LEAVE(0x232, 0x1C0, 0xD0, 1),
170};
171AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
172AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
176AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
177AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
178AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
184AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
185AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
189AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
190AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
191AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
197AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
198AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
199AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
200AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
201AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
202AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
203AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
204AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
211AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
212AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
213AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
214AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
215AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
216AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
217AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
227 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
228 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
229 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
230 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
231 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
232 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
233 { 0x140, 0x100, 0x174, 0x100, 0xD0, 0, 0x170, 0x1FF },
234 { 0, 0, 0, 0, 0, 0, 0, 0 },
235 { 0x140, 0x100, 0x174, 0x128, 0xD0, 0x28, 0x160, 0x1FE },
236};
243 FLAG(0, 0), 1,
244 PARTY_STAT(1), 1,
245 PARTY_STAT(3), 1,
247 CODES_END,
248};
251 FLAG(0, 0), 1,
252 PARTY_STAT(1), 1,
253 PARTY_STAT(3), 1,
254 ITEM(0, 0x12), 0,
256 CODES_END,
257};
259 FLAG(0, 0), 1,
260 PARTY_STAT(1), 1,
261 PARTY_STAT(3), 1,
262 ITEM(0, 0x12), 1,
263 PARTY_STAT(5), 0,
265 CODES_END,
266};
268 FLAG(0, 0), 1,
269 PARTY_STAT(1), 1,
270 PARTY_STAT(3), 1,
272 ITEM(0, 0x12), 1,
273 PARTY_STAT(5), 1,
274 CODES_END,
275};
288 FLAG(0, 0), 1,
289 PARTY_STAT(1), 1,
290 PARTY_STAT(3), 1,
292 CODES_END,
293};
296 FLAG(0, 0), 1,
297 PARTY_STAT(1), 1,
298 PARTY_STAT(3), 1,
299 ITEM(0, 0x12), 0,
301 CODES_END,
302};
304 FLAG(0, 0), 1,
305 PARTY_STAT(1), 1,
306 PARTY_STAT(3), 1,
308 ITEM(0, 0x12), 1,
309 PARTY_STAT(5), 0,
310 CODES_END,
311};
313 FLAG(0, 0), 1,
314 PARTY_STAT(1), 1,
315 PARTY_STAT(3), 1,
317 ITEM(0, 0x12), 1,
318 PARTY_STAT(5), 1,
319 CODES_END,
320};
328 FLAG(0, 0), 1,
329 PARTY_STAT(1), 1,
330 PARTY_STAT(3), 1,
332 CODES_END,
333};
336 ITEM(0, 0x12), 0,
337 FLAG(0, 0), 1,
338 PARTY_STAT(1), 1,
339 PARTY_STAT(3), 1,
341 CODES_END,
342};
345 ITEM(0, 0x12), 1,
346 PARTY_STAT(5), 0,
347 FLAG(0, 0), 1,
348 PARTY_STAT(1), 1,
349 PARTY_STAT(3), 1,
350 CODES_END,
351};
353 ITEM(0, 0x12), 1,
354 PARTY_STAT(5), 1,
356 FLAG(0, 0), 1,
357 PARTY_STAT(1), 1,
358 PARTY_STAT(3), 1,
359 CODES_END,
360};
364u16 actor5Talk1Conditions[] = { ITEM(0, 0x18E), 0, ITEM(0, 0x18F), 0, CODES_END };
366 ITEM(0, 0x18E), 0,
367 ITEM(0, 0x18F), 1,
369 CODES_END,
370};
372 FLAG(0x1C, 0x46), 1,
373 START_EVENT(9), 1,
375 CODES_END,
376};
378 ITEM(0, 0x18F), 1,
379 ITEM(0, 0x18E), 0,
381 CODES_END,
382};
389 FLAG(0, 0), 1,
390 PARTY_STAT(1), 1,
391 PARTY_STAT(3), 1,
393 CODES_END,
394};
397 FLAG(0, 0), 1,
398 PARTY_STAT(1), 1,
399 PARTY_STAT(3), 1,
401 ITEM(0, 0x12), 0,
402 CODES_END,
403};
405 FLAG(0, 0), 1,
406 PARTY_STAT(3), 1,
407 ITEM(0, 0x12), 1,
408 PARTY_STAT(1), 1,
410 PARTY_STAT(5), 0,
411 CODES_END,
412};
414 FLAG(0, 0), 1,
415 PARTY_STAT(1), 1,
416 PARTY_STAT(3), 1,
418 ITEM(0, 0x12), 1,
419 PARTY_STAT(5), 1,
420 CODES_END,
421};
460 { NULL, NULL, 0x276 },
461 { NULL, NULL, 0 },
462};
471 { NULL, actor6Talk0Actions, 0x2E5 },
472 { NULL, NULL, 0 },
473};
526 &actor0,
527 &actor1,
528 &actor2,
529 &actor3,
530 &actor4,
531 &actor5,
532 &actor6,
533 &actor7,
534 NULL,
535};
537 { 1, 0, 0x80, 2, 0, 0, 0, 0, 0, 0, 218, 322, 0, 0 },
538 { 1, 0, 0x40, 6, 0x32, 2, 0, 5, 6, 0, 429, 308, 0, 0 },
539 { 1, 0, 0x40, 6, 0x33, 2, 0, 5, 6, 0, 674, 320, 0, 0 },
540 { 1, 0, 0x40, 6, 0x34, 1, 0x34, 0x39, 4, 0, 776, 392, 0, 0 },
541 { 1, 0, 0x80, 6, 1, 0, 0, 0, 0, 0, 219, 367, 0, 0 },
542 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
543};
545 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x22A, 0xD0, 0x2FC, 7, 0, 0, 0 },
546 { { { PROGRESS(STORY_SEIRYU_BADGE), 1 }, { CODES_END, 0 } }, SLOT_EVENT, 0x5A, 0, 0, 0, 0, 0, 0 },
547 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
548};
549void (*stageFuncs[])(void) = {
551};
553 { 90, script90, EVENT_TEXT(0x1D), NULL, endEvent90 },
554 { 140, script140, EVENT_TEXT(0x1E), NULL, NULL },
555 { 142, script142, EVENT_TEXT(0x1F), NULL, NULL },
556 { 143, script143, EVENT_TEXT(0x20), NULL, NULL },
557 { -1, NULL, 0, NULL, NULL },
558};
#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
#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 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_EVENT
starts the event arg
Definition field_map.h:262
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define FIELD_COMMAND_ICON1
the player icon's substate 1, with ITEM_GET
Definition field_map.h:42
#define FIELD_COMMAND_ICON2
its substate 2
Definition field_map.h:43
#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 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_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 PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_STATION
BGM_0012: the East and South Stations.
Definition sound.h:88
#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(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,...
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
@ STORY_SEIRYU_BADGE
WSTAG420, event 71: the Seiryu Leader is beaten (the Silver ID and the Seiryu Badge),...
Definition story.h:39
@ STORY_FAKE_BLUE_CARD
WSTAG410 (East Station), event 90: the Blue Card the player was given turns out to be a fake.
Definition story.h:42
#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_STORY_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])
Definition story.h:1875
#define SPECIAL_STORY_SINCE_SOUTH_STATION_GHOST
GAME.progress is STORY_SOUTH_STATION_GHOST or later (PROGRESS_RANGES[7], to 0x63)
Definition story.h:1884
#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 SPECIAL_STORY_GENJI_BEATEN_TO_GAME_MASTER_CAUGHT
GAME.progress is from STORY_GENJI_BEATEN to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[1])
Definition story.h:1866
#define FLAG_FAKE_BLUE_CARD_TRIED
wstag410 East Station: the player tries the fake Blue Card ("this time it should work"); afterwards t...
Definition story.h:1275
#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_TOMOMI_FOUGHT
wstag410 (East Station): Tamer Tomomi says "I know, I'll decide with this!" and starts a Digimon batt...
Definition story.h:841
#define SPECIAL_STORY_SINCE_GENJI_BEATEN
GAME.progress is STORY_GENJI_BEATEN or later (PROGRESS_RANGES[6], to 0x63)
Definition story.h:1881
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 wstag410.c:490
u16 actor0Talk0Actions[]
Definition wstag410.c:238
AreaBattle area2Battle7
Definition wstag410.c:204
u16 actor6Talk0Actions[]
Definition wstag410.c:383
FieldActorEntry actor0
Definition wstag410.c:517
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag410.c:549
FieldActorEntry actor6
Definition wstag410.c:523
u16 actor7Talk1Conditions[]
Definition wstag410.c:385
s16 script90[]
Definition wstag410.c:55
u16 actor0Talk0Conditions[]
Definition wstag410.c:237
u16 actor5Talk3Conditions[]
Definition wstag410.c:377
u16 actor7Talk4Conditions[]
Definition wstag410.c:396
FieldTalk actor2Talks[]
Definition wstag410.c:439
AreaBattle area2Battle6
Definition wstag410.c:203
u16 actor3Talk3Conditions[]
Definition wstag410.c:327
u16 actor5Talk2Actions[]
Definition wstag410.c:371
u16 actor0Talk1Conditions[]
Definition wstag410.c:239
u16 actor2Talk1Conditions[]
Definition wstag410.c:284
u16 actor7Talk5Conditions[]
Definition wstag410.c:404
u16 actor7Talk2Conditions[]
Definition wstag410.c:386
u16 actor5Talk0Conditions[]
Definition wstag410.c:362
u16 actor3Talk4Conditions[]
Definition wstag410.c:335
FieldTalk actor5Talks[]
Definition wstag410.c:463
AreaBattle area1Battle6
Definition wstag410.c:190
u16 actor0Talk6Actions[]
Definition wstag410.c:276
FieldActorEntry actor5
Definition wstag410.c:522
u16 actor1Talk2Actions[]
Definition wstag410.c:281
u16 actor1Talk1Conditions[]
Definition wstag410.c:278
AreaBattle area0Battle7
Definition wstag410.c:178
FieldActorEntry actor2
Definition wstag410.c:519
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag410.c:16
u16 actor3Talk0Conditions[]
Definition wstag410.c:322
AreaBattle area3Battle4
Definition wstag410.c:214
AreaBattle area3Battle3
Definition wstag410.c:213
AreaBattle area0Battle1
Definition wstag410.c:172
u16 actor0Talk3Conditions[]
Definition wstag410.c:242
AreaBattle area2Battle0
Definition wstag410.c:197
u16 actor7Talk0Conditions[]
Definition wstag410.c:384
FieldActorEntry * stageActors[]
Definition wstag410.c:525
u16 actor2Talk3Conditions[]
Definition wstag410.c:287
AreaBattle area1Battle2
Definition wstag410.c:186
u16 actor3Talk6Actions[]
Definition wstag410.c:361
AreaBattle area3Battle0
Definition wstag410.c:210
u16 actor7Talk6Conditions[]
Definition wstag410.c:413
s16 script142[]
Definition wstag410.c:120
AreaBattle area0Battle6
Definition wstag410.c:177
u16 actor7Talk6Actions[]
Definition wstag410.c:422
FieldTalk actor1Talks[]
Definition wstag410.c:433
AreaBattle area3Battle2
Definition wstag410.c:212
u16 actor1Talk0Conditions[]
Definition wstag410.c:277
FieldTalk actor0Talks[]
Definition wstag410.c:423
u16 actor0Talk4Conditions[]
Definition wstag410.c:250
AreaBattle area3Battle1
Definition wstag410.c:211
AreaBattle area0Battle3
Definition wstag410.c:174
u16 actor3Talk2Conditions[]
Definition wstag410.c:325
u16 actor3Talk1Conditions[]
Definition wstag410.c:324
u16 actor2Talk0Actions[]
Definition wstag410.c:283
FieldTalk actor4Talks[]
Definition wstag410.c:459
u16 actor4Conditions[]
Definition wstag410.c:508
FieldActorEntry actor4
Definition wstag410.c:521
u16 actor3Conditions[]
Definition wstag410.c:502
u16 actor2Talk2Conditions[]
Definition wstag410.c:285
AreaBattle area3Battle6
Definition wstag410.c:216
s16 script143[]
Definition wstag410.c:150
u16 actor2Talk3Actions[]
Definition wstag410.c:294
ActorImage stageImages[]
Definition wstag410.c:226
u16 actor1Talk1Actions[]
Definition wstag410.c:279
FieldTalk actor6Talks[]
Definition wstag410.c:470
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0012; BGM_0029 instead at story s...
Definition wstag410.c:30
AreaBattle area2Battle4
Definition wstag410.c:201
u16 actor3Talk6Conditions[]
Definition wstag410.c:352
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag410.c:536
u16 actor5Conditions[]
Definition wstag410.c:514
FieldTalk actor3Talks[]
Definition wstag410.c:449
u16 actor2Talk6Actions[]
Definition wstag410.c:321
u16 actor2Talk5Conditions[]
Definition wstag410.c:303
void endEvent90(void)
After event 90, with the player: moves the story on to STORY_FAKE_BLUE_CARD.
Definition wstag410.c:12
BattleList area3Battles
Definition wstag410.c:218
u16 actor3Talk2Actions[]
Definition wstag410.c:326
AreaBattle area3Battle5
Definition wstag410.c:215
AreaBattle area0Battle5
Definition wstag410.c:176
BattleList area1Battles
Definition wstag410.c:192
u16 actor5Talk0Actions[]
Definition wstag410.c:363
u16 actor0Talk2Actions[]
Definition wstag410.c:241
u16 actor0Talk5Conditions[]
Definition wstag410.c:258
BattleList area2Battles
Definition wstag410.c:205
u16 actor2Talk0Conditions[]
Definition wstag410.c:282
AreaBattle area1Battle4
Definition wstag410.c:188
u16 actor2Talk2Actions[]
Definition wstag410.c:286
u16 actor3Talk5Conditions[]
Definition wstag410.c:343
u16 actor3Talk3Actions[]
Definition wstag410.c:334
u16 actor6Conditions[]
Definition wstag410.c:515
AreaBattle area2Battle2
Definition wstag410.c:199
u16 actor0Talk2Conditions[]
Definition wstag410.c:240
AreaBattle area1Battle5
Definition wstag410.c:189
FieldActorEntry actor7
Definition wstag410.c:524
u16 actor2Talk6Conditions[]
Definition wstag410.c:312
StageSlot stageSlots[]
Definition wstag410.c:544
AreaBattle area2Battle1
Definition wstag410.c:198
u16 actor5Talk1Conditions[]
Definition wstag410.c:364
AreaBattle area1Battle3
Definition wstag410.c:187
u16 actor0Talk6Conditions[]
Definition wstag410.c:267
AreaBattle area1Battle0
Definition wstag410.c:184
u16 actor5Talk2Conditions[]
Definition wstag410.c:365
u16 actor1Talk2Conditions[]
Definition wstag410.c:280
FieldActorEntry actor1
Definition wstag410.c:518
AreaBattle area0Battle0
Definition wstag410.c:171
AreaBattle area0Battle2
Definition wstag410.c:173
#define STAGE_FILE
Definition wstag410.c:24
AreaBattle area2Battle5
Definition wstag410.c:202
AreaBattle area1Battle1
Definition wstag410.c:185
u16 actor7Conditions[]
Definition wstag410.c:516
AreaBattle area2Battle3
Definition wstag410.c:200
u16 actor2Conditions[]
Definition wstag410.c:496
u16 actor7Talk3Conditions[]
Definition wstag410.c:388
FieldTalk actor7Talks[]
Definition wstag410.c:474
AreaBattle area0Battle4
Definition wstag410.c:175
#define STAGE_TEXT
Definition wstag410.c:22
u16 actor2Talk4Conditions[]
Definition wstag410.c:295
u16 actor3Talk0Actions[]
Definition wstag410.c:323
u16 actor7Talk3Actions[]
Definition wstag410.c:395
AreaBattle area3Battle7
Definition wstag410.c:217
BattleList area0Battles
Definition wstag410.c:179
AreaBattle area1Battle7
Definition wstag410.c:191
s16 script140[]
Definition wstag410.c:85
FieldActorEntry actor3
Definition wstag410.c:520
FieldBattles stageBattles[]
Definition wstag410.c:223
FieldEvent stageEvents[]
Definition wstag410.c:552
u16 actor0Conditions[]
Definition wstag410.c:484
u16 actor0Talk3Actions[]
Definition wstag410.c:249
u16 actor7Talk2Actions[]
Definition wstag410.c:387