13#if VERSION_US || VERSION_JP
14#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
15#define STAGE_FILE 0x59E
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
18#define STAGE_FILE 0x5AE
48 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
49 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
50 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
51 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
52 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
53 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
54 { 0x140, 0x100, 0x174, 0x100, 0xD0, 0, 0x170, 0x1FF },
55 { 0x140, 0x100, 0x174, 0x128, 0xD0, 0x28, 0x160, 0x1FE },
56 { 0x140, 0x100, 0x15C, 0x14F, 0x70, 0x4F, 0x170, 0x1FE },
57 { 0x140, 0x100, 0x164, 0x14F, 0x90, 0x4F, 0x160, 0x1FD },
121 { 1, 0, 0x40, 6, 0x32, 2, 0, 5, 6, 0, 429, 308, 0, 0 },
122 { 1, 0, 0x40, 6, 0x34, 1, 0x34, 0x39, 4, 0, 776, 392, 0, 0 },
123 { 1, 0, 0x68, 6, 0, 0, 0, 0, 0, 0, 218, 321, 0, 0 },
124 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
127 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x299, 0xD0, 0x2FC, 7, 0, 0, 0 },
128 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
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 FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
#define SLOT_EXIT
The kinds of StageSlot (type).
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
FieldState FIELDSTG_state
#define PROGRESS(n)
GAME.progress is n.
#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(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,...
#define FLAG_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
#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_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
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
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,...
s32(* checkCondition)(u16 code, u16 value)
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...
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
FieldActorEntry * stageActors[]
void setupStage(void)
Sets the stage up: its map and actors, playing BGM_0012; BGM_0029 instead except at STORY_PRESIDENT_A...
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)