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
22#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
23#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
24#define STAGE_FILE 0x39D
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 },
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 },
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 },
GameState GAME
The save data, the game mode and the methods.
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.
#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_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
#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 FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
#define SLOT_EVENT
starts the event arg
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
#define FIELD_COMMAND_ICON1
the player icon's substate 1, with ITEM_GET
#define FIELD_COMMAND_ICON2
its substate 2
#define SCRIPT_WAIT_BOX
until box 0 closes
#define SLOT_EXIT
The kinds of StageSlot (type).
#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_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 PARTY_STAT(id)
checkPartyStat
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
#define MUSIC_STATION
BGM_0012: the East and South Stations.
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
#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_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
#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_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
@ STORY_SEIRYU_BADGE
WSTAG420, event 71: the Seiryu Leader is beaten (the Silver ID and the Seiryu Badge),...
@ STORY_FAKE_BLUE_CARD
WSTAG410 (East Station), event 90: the Blue Card the player was given turns out to be a fake.
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])
#define SPECIAL_STORY_SINCE_SOUTH_STATION_GHOST
GAME.progress is STORY_SOUTH_STATION_GHOST or later (PROGRESS_RANGES[7], to 0x63)
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
#define SPECIAL_STORY_GENJI_BEATEN_TO_GAME_MASTER_CAUGHT
GAME.progress is from STORY_GENJI_BEATEN to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[1])
#define FLAG_FAKE_BLUE_CARD_TRIED
wstag410 East Station: the player tries the fake Blue Card ("this time it should work"); afterwards t...
#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...
#define FLAG_TOMOMI_FOUGHT
wstag410 (East Station): Tamer Tomomi says "I know, I'll decide with this!" and starts a Digimon batt...
#define SPECIAL_STORY_SINCE_GENJI_BEATEN
GAME.progress is STORY_GENJI_BEATEN or later (PROGRESS_RANGES[6], to 0x63)
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
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,...
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
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 actor7Talk1Conditions[]
u16 actor0Talk0Conditions[]
u16 actor5Talk3Conditions[]
u16 actor7Talk4Conditions[]
u16 actor3Talk3Conditions[]
u16 actor0Talk1Conditions[]
u16 actor2Talk1Conditions[]
u16 actor7Talk5Conditions[]
u16 actor7Talk2Conditions[]
u16 actor5Talk0Conditions[]
u16 actor3Talk4Conditions[]
u16 actor1Talk1Conditions[]
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
u16 actor3Talk0Conditions[]
u16 actor0Talk3Conditions[]
u16 actor7Talk0Conditions[]
FieldActorEntry * stageActors[]
u16 actor2Talk3Conditions[]
u16 actor7Talk6Conditions[]
u16 actor1Talk0Conditions[]
u16 actor0Talk4Conditions[]
u16 actor3Talk2Conditions[]
u16 actor3Talk1Conditions[]
u16 actor2Talk2Conditions[]
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0012; BGM_0029 instead at story s...
u16 actor3Talk6Conditions[]
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
u16 actor2Talk5Conditions[]
void endEvent90(void)
After event 90, with the player: moves the story on to STORY_FAKE_BLUE_CARD.
u16 actor0Talk5Conditions[]
u16 actor2Talk0Conditions[]
u16 actor3Talk5Conditions[]
u16 actor0Talk2Conditions[]
u16 actor2Talk6Conditions[]
u16 actor5Talk1Conditions[]
u16 actor0Talk6Conditions[]
u16 actor5Talk2Conditions[]
u16 actor1Talk2Conditions[]
u16 actor7Talk3Conditions[]
u16 actor2Talk4Conditions[]
FieldBattles stageBattles[]