Digimon World 3 decomp
The European version, SLES_039.36
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wstag420.c
Go to the documentation of this file.
1/*
2 * WSTAG420: Seiryu City, East Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* Creates the event object of progress 4 when flag 0x4012 is set */
9void updateStage(StageTask *task, void **children) {
10 switch (task->state) {
11 case TASK_INIT:
12 default:
14 children[0] = FIELDSTG_startEvent(0x47);
15 }
16 task->nextState(task);
17 break;
18 case TASK_RUN:
19 case TASK_DONE:
20 case TASK_KILL:
21 break;
22 }
23}
24
25#define STAGE_CHILDREN_SIZE 4
27
28/* After event 70, with Seiryu Leader: lets event 71 start and starts the stage's event battle 1 */
33
34/*
35 * After event 71, with Seiryu Leader: gives the player the Silver ID and the
36 * Seiryu Badge and moves the story on to STORY_SEIRYU_BADGE
37 */
38void endEvent71(void) {
39 FLAGS_00.applyAction(ITEM(0, 0x28), 1);
40 FLAGS_00.applyAction(ITEM(0, 9), 1);
42}
43
44#if VERSION_US || VERSION_JP
45#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
46#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
47#define STAGE_FILE 0x775
48#elif VERSION_EU
49#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
50#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
51#define STAGE_FILE 0x784
52#endif
53/*
54 * Sets the stage up: its map, actors, battles and events, playing SEIR_BGM;
55 * BGM_0029 instead at story steps 0x27 to 0x28
56 */
80
82 SCRIPT_WALK(2, 0x180, 0xDA, 1),
83 SCRIPT_PLACE(0x3C, 0x160, 0xEA),
84 SCRIPT_POSE(0x3C, 1, 5),
87 SCRIPT_POSE(2, 1, 1),
88 SCRIPT_WAIT(0x1E),
89 SCRIPT_TALK(0, 1, 2, 0),
90 SCRIPT_POSE(2, 7, 1),
92 SCRIPT_POSE(2, 1, 1),
93 SCRIPT_WAIT(0x1E),
94 SCRIPT_TALK(0, 2, 0x3C, 1),
96 SCRIPT_WAIT(0x1E),
98};
100 SCRIPT_PLACE(2, 0x180, 0xDA),
101 SCRIPT_POSE(2, 1, 1),
102 SCRIPT_PLACE(0x3C, 0x160, 0xEA),
103 SCRIPT_POSE(0x3C, 1, 5),
104 SCRIPT_WAIT(0x78),
105 SCRIPT_TALK(0, 1, 0x3C, 3),
107 SCRIPT_WAIT(0x1E),
108 SCRIPT_TALK(0, 2, 2, 0),
109 SCRIPT_POSE(2, 7, 1),
111 SCRIPT_POSE(2, 1, 1),
112 SCRIPT_WAIT(0x1E),
113 SCRIPT_TALK(0, 3, 0x3C, 3),
116 SCRIPT_WAIT(0x1E),
117 SCRIPT_TALK(0, 4, 2, 0),
118 SCRIPT_POSE(2, 7, 1),
120 SCRIPT_POSE(2, 1, 1),
121 SCRIPT_WAIT(0x1E),
122 SCRIPT_TALK(0, 5, 0x3C, 3),
124 SCRIPT_WAIT(0x3C),
125 SCRIPT_TALK(0, 6, 2, 0),
127 SCRIPT_WAIT(0x1E),
128 SCRIPT_TALK(0, 7, 0x3C, 3),
130 SCRIPT_WAIT(0x1E),
131 SCRIPT_WALK(2, 0x1E8, 0xA4, 5),
132 SCRIPT_WAIT(0x3C),
133 SCRIPT_LEAVE(0x230, 0xC8, 0x1A4, 5),
135 /* after the end, the original's padding up to a word, which isn't zeros */
136#if VERSION_US
137 0x882D,
138#elif VERSION_JP
139 0x0111,
140#endif
141};
142AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
143AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
144AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
145AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
146AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
147AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
148AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
149AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
155AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
156AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
157AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
158AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
159AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
160AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
161AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
162AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
168AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
169AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
170AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
171AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
172AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
184AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
185AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
198 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
199 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
200 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
201 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
202 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
203 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
204 { 0x180, 0x100, 0x1B0, 0x1D0, 0x1C0, 0xD0, 0x150, 0x1FF },
205 { 0x180, 0x100, 0x1A4, 0x140, 0x190, 0x40, 0x160, 0x1FF },
206 { 0x1C0, 0x100, 0x1D0, 0x100, 0x240, 0, 0x170, 0x1FF },
207 { 0x1C0, 0x100, 0x1D8, 0x100, 0x260, 0, 0x140, 0x1FE },
208 { 0x1C0, 0x100, 0x1E0, 0x100, 0x280, 0, 0x150, 0x1FE },
209 { 0x1C0, 0x100, 0x1E8, 0x100, 0x2A0, 0, 0x170, 0x1FE },
210 { 0x1C0, 0x100, 0x1D2, 0x128, 0x248, 0x28, 0x140, 0x1FD },
211 { 0x1C0, 0x100, 0x1DA, 0x128, 0x268, 0x28, 0x150, 0x1FD },
212 { 0x1C0, 0x100, 0x1E2, 0x128, 0x288, 0x28, 0x160, 0x1FD },
213 { 0x1C0, 0x100, 0x1EA, 0x132, 0x2A8, 0x32, 0x170, 0x1FD },
214 { 0x1C0, 0x100, 0x1F2, 0x132, 0x2C8, 0x32, 0x140, 0x1FC },
215 { 0x1C0, 0x100, 0x1C0, 0x13E, 0x200, 0x3E, 0x150, 0x1FC },
216 { 0x1C0, 0x100, 0x1C8, 0x148, 0x220, 0x48, 0x160, 0x1FC },
217};
283 FLAG(0, 0), 1,
284 PARTY_STAT(1), 1,
285 PARTY_STAT(3), 1,
287 CODES_END,
288};
291 PARTY_STAT(1), 1,
293 FLAG(0, 0), 1,
294 PARTY_STAT(3), 1,
295 ITEM(0, 0x12), 0,
296 CODES_END,
297};
299 FLAG(0, 0), 1,
300 PARTY_STAT(1), 1,
301 PARTY_STAT(3), 1,
303 ITEM(0, 0x12), 1,
304 PARTY_STAT(5), 0,
305 CODES_END,
306};
308 FLAG(0, 0), 1,
309 PARTY_STAT(1), 1,
310 PARTY_STAT(3), 1,
312 ITEM(0, 0x12), 1,
313 PARTY_STAT(5), 1,
314 CODES_END,
315};
323 FLAG(0, 0), 1,
324 PARTY_STAT(3), 1,
325 PARTY_STAT(1), 1,
327 CODES_END,
328};
331 PARTY_STAT(1), 1,
333 FLAG(0, 0), 1,
334 PARTY_STAT(3), 1,
335 ITEM(0, 0x12), 0,
336 CODES_END,
337};
339 FLAG(0, 0), 1,
340 PARTY_STAT(3), 1,
341 ITEM(0, 0x12), 1,
342 PARTY_STAT(1), 1,
344 PARTY_STAT(5), 0,
345 CODES_END,
346};
348 FLAG(0, 0), 1,
349 PARTY_STAT(3), 1,
350 ITEM(0, 0x12), 1,
351 PARTY_STAT(1), 1,
353 PARTY_STAT(5), 1,
354 CODES_END,
355};
363 FLAG(0, 0), 1,
364 PARTY_STAT(1), 1,
365 PARTY_STAT(3), 1,
367 CODES_END,
368};
371 FLAG(0, 0), 1,
372 PARTY_STAT(3), 1,
373 ITEM(0, 0x12), 0,
374 PARTY_STAT(1), 1,
376 CODES_END,
377};
379 FLAG(0, 0), 1,
380 PARTY_STAT(1), 1,
381 PARTY_STAT(3), 1,
383 ITEM(0, 0x12), 1,
384 PARTY_STAT(5), 0,
385 CODES_END,
386};
388 FLAG(0, 0), 1,
389 PARTY_STAT(1), 1,
390 PARTY_STAT(3), 1,
392 ITEM(0, 0x12), 1,
393 PARTY_STAT(5), 1,
394 CODES_END,
395};
425 PARTY_STAT(1), 1,
427 FLAG(0, 0), 1,
428 PARTY_STAT(3), 1,
429 CODES_END,
430};
433 FLAG(0, 0), 1,
434 PARTY_STAT(3), 1,
435 ITEM(0, 0x12), 0,
436 PARTY_STAT(1), 1,
438 CODES_END,
439};
441 PARTY_STAT(1), 1,
443 PARTY_STAT(5), 0,
444 FLAG(0, 0), 1,
445 PARTY_STAT(3), 1,
446 ITEM(0, 0x12), 1,
447 CODES_END,
448};
450 PARTY_STAT(1), 1,
452 PARTY_STAT(5), 1,
453 FLAG(0, 0), 1,
454 PARTY_STAT(3), 1,
455 ITEM(0, 0x12), 1,
456 CODES_END,
457};
467 { actor0Talk1Conditions, NULL, 0x11A },
468 { actor0Talk2Conditions, NULL, 0x11C },
470 { actor0Talk4Conditions, NULL, 0x11B },
471 { NULL, NULL, 0 },
472};
475 { actor1Talk1Conditions, NULL, 0x119 },
476 { NULL, NULL, 0 },
477};
480 { actor2Talk1Conditions, NULL, 0x11A },
481 { actor2Talk2Conditions, NULL, 0x11C },
483 { actor2Talk4Conditions, NULL, 0x11B },
484 { NULL, NULL, 0 },
485};
488 { actor3Talk1Conditions, NULL, 0x119 },
489 { NULL, NULL, 0 },
490};
492 { NULL, NULL, 0x29 },
493 { NULL, NULL, 0 },
494};
496 { NULL, NULL, 0xA },
497 { NULL, NULL, 0 },
498};
500 { NULL, NULL, 0x10 },
501 { NULL, NULL, 0 },
502};
504 { NULL, NULL, 0x33 },
505 { NULL, NULL, 0 },
506};
508 { NULL, NULL, 0x2E },
509 { NULL, NULL, 0 },
510};
512 { NULL, NULL, 0x15 },
513 { NULL, NULL, 0 },
514};
516 { NULL, NULL, 0x1A },
517 { NULL, NULL, 0 },
518};
520 { NULL, NULL, 0x1F },
521 { NULL, NULL, 0 },
522};
524 { NULL, NULL, 0x24 },
525 { NULL, NULL, 0 },
526};
554 { NULL, NULL, 0x118 },
555 { NULL, NULL, 0 },
556};
568 { NULL, NULL, 0x11 },
569 { NULL, NULL, 0 },
570};
572 { NULL, NULL, 0x3E },
573 { NULL, NULL, 0 },
574};
576 { NULL, NULL, 0x34 },
577 { NULL, NULL, 0 },
578};
580 { NULL, NULL, 0x2F },
581 { NULL, NULL, 0 },
582};
584 { NULL, NULL, 0xB },
585 { NULL, NULL, 0 },
586};
588 { NULL, NULL, 0x2A },
589 { NULL, NULL, 0 },
590};
592 { NULL, NULL, 0x16 },
593 { NULL, NULL, 0 },
594};
596 { NULL, NULL, 0x1B },
597 { NULL, NULL, 0 },
598};
600 { NULL, NULL, 0x20 },
601 { NULL, NULL, 0 },
602};
604 { NULL, NULL, 0x25 },
605 { NULL, NULL, 0 },
606};
608 { NULL, NULL, 0x2B },
609 { NULL, NULL, 0 },
610};
612 { NULL, NULL, 0x35 },
613 { NULL, NULL, 0 },
614};
624 { NULL, NULL, 0x12 },
625 { NULL, NULL, 0 },
626};
628 { NULL, NULL, 0x17 },
629 { NULL, NULL, 0 },
630};
632 { NULL, NULL, 0x1C },
633 { NULL, NULL, 0 },
634};
636 { NULL, NULL, 0x21 },
637 { NULL, NULL, 0 },
638};
640 { NULL, NULL, 0x26 },
641 { NULL, NULL, 0 },
642};
644 { NULL, NULL, 0x3F },
645 { NULL, NULL, 0 },
646};
648 { NULL, actor38Talk0Actions, 0x127 },
649 { NULL, NULL, 0 },
650};
652 { NULL, NULL, 0x3A },
653 { NULL, NULL, 0 },
654};
666 { NULL, NULL, 0x39 },
667 { NULL, NULL, 0 },
668};
670 { NULL, NULL, 0x38 },
671 { NULL, NULL, 0 },
672};
674 { NULL, NULL, 0x117 },
675 { NULL, NULL, 0 },
676};
678 { actor45Talk0Conditions, NULL, 0x23 },
680 { NULL, NULL, 0 },
681};
683 { NULL, NULL, 0xC },
684 { NULL, NULL, 0 },
685};
687 { NULL, NULL, 0xF },
688 { NULL, NULL, 0 },
689};
691 { NULL, NULL, 0x37 },
692 { NULL, NULL, 0 },
693};
695 { NULL, NULL, 0x32 },
696 { NULL, NULL, 0 },
697};
699 { NULL, NULL, 0x2D },
700 { NULL, NULL, 0 },
701};
703 { NULL, NULL, 0x28 },
704 { NULL, NULL, 0 },
705};
707 { NULL, NULL, 0x14 },
708 { NULL, NULL, 0 },
709};
711 { NULL, NULL, 0x19 },
712 { NULL, NULL, 0 },
713};
715 { NULL, NULL, 0x1E },
716 { NULL, NULL, 0 },
717};
719 { NULL, NULL, 0x23 },
720 { NULL, NULL, 0 },
721};
723 { NULL, NULL, 0xF },
724 { NULL, NULL, 0 },
725};
727 { NULL, NULL, 0x175 },
728 { NULL, NULL, 0 },
729};
732 { actor58Talk1Conditions, NULL, 0x16B },
733 { actor58Talk2Conditions, NULL, 0x16D },
734 { NULL, NULL, 0 },
735};
737 { NULL, NULL, 0xD },
738 { NULL, NULL, 0 },
739};
741 { NULL, NULL, 0x13 },
742 { NULL, NULL, 0 },
743};
745 { NULL, NULL, 0x40 },
746 { NULL, NULL, 0 },
747};
749 { NULL, NULL, 0x3B },
750 { NULL, NULL, 0 },
751};
753 { NULL, NULL, 0x36 },
754 { NULL, NULL, 0 },
755};
757 { NULL, NULL, 0x31 },
758 { NULL, NULL, 0 },
759};
761 { NULL, NULL, 0x18 },
762 { NULL, NULL, 0 },
763};
765 { NULL, NULL, 0x1D },
766 { NULL, NULL, 0 },
767};
769 { NULL, NULL, 0x22 },
770 { NULL, NULL, 0 },
771};
773 { NULL, NULL, 0x2C },
774 { NULL, NULL, 0 },
775};
777 { NULL, NULL, 0x27 },
778 { NULL, NULL, 0 },
779};
913FieldActorEntry actor7 = { actor7Conditions, NULL, 0x2E, 5, 882, 585, 3 };
964FieldActorEntry actor58 = { actor58Conditions, actor58Talks, 0x171, 0x10, 833, 257, 5 };
965FieldActorEntry actor59 = { actor59Conditions, actor59Talks, 0x171, 0x10, 833, 257, 5 };
966FieldActorEntry actor60 = { actor60Conditions, actor60Talks, 0x171, 0x10, 833, 257, 5 };
967FieldActorEntry actor61 = { actor61Conditions, actor61Talks, 0x171, 0x10, 833, 257, 5 };
968FieldActorEntry actor62 = { actor62Conditions, actor62Talks, 0x171, 0x10, 833, 257, 5 };
969FieldActorEntry actor63 = { actor63Conditions, actor63Talks, 0x171, 0x10, 833, 257, 5 };
970FieldActorEntry actor64 = { actor64Conditions, actor64Talks, 0x171, 0x10, 833, 257, 5 };
971FieldActorEntry actor65 = { actor65Conditions, actor65Talks, 0x171, 0x10, 833, 257, 5 };
972FieldActorEntry actor66 = { actor66Conditions, actor66Talks, 0x171, 0x10, 833, 257, 5 };
973FieldActorEntry actor67 = { actor67Conditions, actor67Talks, 0x171, 0x10, 833, 257, 5 };
974FieldActorEntry actor68 = { actor68Conditions, actor68Talks, 0x171, 0x10, 833, 257, 5 };
975FieldActorEntry actor69 = { actor69Conditions, actor69Talks, 0x171, 0x10, 833, 257, 5 };
977 &actor0,
978 &actor1,
979 &actor2,
980 &actor3,
981 &actor4,
982 &actor5,
983 &actor6,
984 &actor7,
985 &actor8,
986 &actor9,
987 &actor10,
988 &actor11,
989 &actor12,
990 &actor13,
991 &actor14,
992 &actor15,
993 &actor16,
994 &actor17,
995 &actor18,
996 &actor19,
997 &actor20,
998 &actor21,
999 &actor22,
1000 &actor23,
1001 &actor24,
1002 &actor25,
1003 &actor26,
1004 &actor27,
1005 &actor28,
1006 &actor29,
1007 &actor30,
1008 &actor31,
1009 &actor32,
1010 &actor33,
1011 &actor34,
1012 &actor35,
1013 &actor36,
1014 &actor37,
1015 &actor38,
1016 &actor39,
1017 &actor40,
1018 &actor41,
1019 &actor42,
1020 &actor43,
1021 &actor44,
1022 &actor45,
1023 &actor46,
1024 &actor47,
1025 &actor48,
1026 &actor49,
1027 &actor50,
1028 &actor51,
1029 &actor52,
1030 &actor53,
1031 &actor54,
1032 &actor55,
1033 &actor56,
1034 &actor57,
1035 &actor58,
1036 &actor59,
1037 &actor60,
1038 &actor61,
1039 &actor62,
1040 &actor63,
1041 &actor64,
1042 &actor65,
1043 &actor66,
1044 &actor67,
1045 &actor68,
1046 &actor69,
1047 NULL,
1048};
1050 { 1, 0, 0x4A, 2, 0, 1, 0, 3, 6, 0, 441, 290, 0, 0 },
1051 { 1, 0, 0x4A, 2, 0, 1, 0, 3, 6, 0, 817, 114, 0, 0 },
1052 { 1, 0, 0x4A, 2, 0, 1, 0, 3, 6, 0, 949, 528, 0, 0 },
1053 { 1, 0, 0x40, 2, 4, 1, 4, 7, 4, 0, 366, 274, 0, 0 },
1054 { 1, 0, 0x40, 2, 4, 1, 4, 7, 4, 0, 446, 241, 0, 0 },
1055 { 1, 0, 0x40, 2, 4, 1, 4, 7, 4, 0, 1129, 333, 0, 0 },
1056 { 1, 0, 0x80, 2, 0x24, 0, 0, 0, 0, 0, 469, 191, 0, 0 },
1057 { 1, 0, 0x80, 2, 0x25, 0, 0, 0, 0, 0, 256, 161, 0, 0 },
1058 { 1, 0, 0x40, 6, 8, 1, 8, 0xB, 4, 0, 411, 424, 0, 0 },
1059 { 1, 0, 0x40, 6, 8, 1, 8, 0xB, 4, 0, 538, 379, 0, 0 },
1060 { 1, 0, 0x40, 6, 8, 1, 8, 0xB, 4, 0, 568, 341, 0, 0 },
1061 { 1, 0, 0x40, 6, 8, 1, 8, 0xB, 4, 0, 607, 347, 0, 0 },
1062 { 1, 0, 0x40, 6, 8, 1, 8, 0xB, 4, 0, 976, 215, 0, 0 },
1063 { 1, 0, 0x40, 6, 0xC, 1, 0xC, 0xF, 4, 0, 544, 363, 0, 0 },
1064 { 1, 0, 0x40, 6, 0xC, 1, 0xC, 0xF, 4, 0, 579, 380, 0, 0 },
1065 { 1, 0, 0x40, 6, 0xC, 1, 0xC, 0xF, 4, 0, 884, 243, 0, 0 },
1066 { 1, 0, 0x40, 6, 0xC, 1, 0xC, 0xF, 4, 0, 913, 244, 0, 0 },
1067 { 1, 0, 0x40, 6, 0xC, 1, 0xC, 0xF, 4, 0, 1020, 218, 0, 0 },
1068 { 1, 0, 0x40, 6, 0x10, 1, 0x10, 0x12, 4, 0, 906, 526, 0, 0 },
1069 { 1, 0x64, 0x40, 6, 0x1B, 0, 0, 0, 0, 0, 721, 200, 0, 0 },
1070 { 1, 0x65, 0x40, 6, 0x1C, 0, 0, 0, 0, 0, 451, 367, 0, 0 },
1071 { 1, 0, 0x40, 4, 8, 1, 8, 0xB, 4, 0, 448, 405, 445, 0 },
1072 { 1, 0, 0x40, 4, 0xC, 1, 0xC, 0xF, 4, 0, 465, 438, 464, 0 },
1073 { 1, 0, 0x40, 4, 0xC, 1, 0xC, 0xF, 4, 0, 737, 256, 281, 0 },
1074 { 1, 0, 0x40, 4, 0x18, 0, 0, 0, 0, 0, 898, 552, 576, 0 },
1075 { 1, 0, 0x40, 4, 0x19, 0, 0, 0, 0, 0, 727, 260, 280, 0 },
1076 { 1, 0, 0x40, 4, 0x1A, 0, 0, 0, 0, 0, 447, 417, 444, 0 },
1077 { 1, 0, 0x64, 4, 0x1D, 0, 0, 0, 0, 0, 784, 496, 560, 0 },
1078 { 1, 0, 0x64, 4, 0x1E, 0, 0, 0, 0, 0, 768, 488, 552, 0 },
1079 { 1, 0, 0x64, 4, 0x1F, 0, 0, 0, 0, 0, 752, 480, 544, 0 },
1080 { 1, 0, 0x64, 4, 0x20, 0, 0, 0, 0, 0, 736, 472, 536, 0 },
1081 { 1, 0, 0x64, 4, 0x21, 0, 0, 0, 0, 0, 720, 464, 528, 0 },
1082 { 1, 0, 0x64, 4, 0x22, 0, 0, 0, 0, 0, 704, 456, 520, 0 },
1083 { 1, 0, 0x64, 4, 0x23, 0, 0, 0, 0, 0, 672, 456, 496, 0 },
1084 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
1085};
1087 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x229, 0x448, 0xF8, 1, 0, 0, 0 },
1088 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x230, 0xC8, 0x1A4, 5, 0, 0, 0 },
1089 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x230, 0x1B8, 0x204, 3, 0x64, 0, 0 },
1090 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x22F, 0x208, 0x1AC, 3, 0x65, 0, 0 },
1091 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x231, 0x1A7, 0x254, 3, 0, 0, 0 },
1092 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x400, 0x120, 0, 0, 0, 0 },
1093 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x410, 0x188, 0, 0, 0, 0 },
1094 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
1095};
1096void (*stageFuncs[])(void) = {
1097 setupStage,
1098};
1100 { 70, script70, EVENT_TEXT(2), NULL, endEvent70 },
1101 { 71, script71, EVENT_TEXT(3), NULL, endEvent71 },
1102 { -1, NULL, 0, NULL, NULL },
1103};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
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_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 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 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 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_SEIRYU_CITY
SEIR_BGM: Seiryu City.
Definition sound.h:86
#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
#define MUSIC_BOSS_1
BOSS_001: the Digimon Arena's, the cities', the dungeons' and the A.o.A's boss battles.
Definition sound.h:109
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define FLAG_GUILMON_DDNA_REQUESTED
wstag420: DRI Jimmy asks the player to get Guilmon DDNA from WarGrowlmon; tested in wstag490 with the...
Definition story.h:588
#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
#define SPECIAL_STORY_JUNGLE_SOUND_TO_NETWORK_OFFLINE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_NETWORK_OFFLINE (PROGRESS_RANGES[0x19])
Definition story.h:1938
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85
@ STORY_SEPIKMON_MASK_LOST
WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his ...
Definition story.h:49
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ 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
@ 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_REAL_WORLD
WSTAG750 (the emergency Matrix Chamber), event 820: back in the real world, for 180 seconds.
Definition story.h:121
@ 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
@ STORY_NETWORK_OFFLINE
WSTAG750, event 886: the news say the Optical Network is offline.
Definition story.h:123
#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_GUILMON_UNLOCKED
PARTNER_GUILMON is unlocked.
Definition story.h:1703
#define FLAG_KEITH_NICK_SEARCH_STARTED
wstag620 Secret Room: set after event 540; then Lisa says "Find Keith and Nick" and people in 10 stag...
Definition story.h:1188
#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 FLAG_FAKE_BLUE_CARD_TALKED
wstag420 Seiryu City: a Guilmon says the card is a fake by Trickster Guilmon, hiding underground; the...
Definition story.h:1266
#define FLAG_DRI_JIMMY_TALKED
wstag420 Seiryu City: DRI Jimmy introduces himself as a DRI researcher once; set there,...
Definition story.h:1118
#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_DE_SINCERITY_TO_LISA_SAVED
GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
Definition story.h:1908
#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 SPECIAL_PARTY_LEVEL_TOTAL_30
the party's levels add up to 30 or more (0 * 15 + 30)
Definition story.h:1765
#define FLAG_SEPIKMON_LOST_MASK_SEEN
wstag475 Shaman House event 180: the player meets maskless Sepikmon ("A monster!"),...
Definition story.h:1064
#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 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 SPECIAL_UNLOCK_GUILMON
an action: unlocks PARTNER_GUILMON; the talks that take or give its DDNA apply it
Definition story.h:1741
#define SPECIAL_GUILMON_LOCKED
PARTNER_GUILMON is still locked.
Definition story.h:1785
#define FLAG_CHRIS_FOUGHT
wstag420 (Seiryu City): Tamer Chris says "All right then! Digimon Battle!" and starts a Digimon battl...
Definition story.h:844
#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_SEIRYU_LEADER_WIN_SEEN
wstag420 event 70: Seiryu Leader loses and gives the player his badge; set at its end,...
Definition story.h:1336
#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
#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
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 wstag420.c:786
u16 actor26Conditions[]
Definition wstag420.c:841
u16 actor0Talk0Actions[]
Definition wstag420.c:219
AreaBattle area2Battle7
Definition wstag420.c:175
FieldActorEntry actor0
Definition wstag420.c:906
FieldActorEntry actor55
Definition wstag420.c:961
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag420.c:1096
FieldActorEntry actor6
Definition wstag420.c:912
u16 actor59Conditions[]
Definition wstag420.c:890
FieldTalk actor37Talks[]
Definition wstag420.c:643
FieldTalk actor54Talks[]
Definition wstag420.c:714
u16 actor11Conditions[]
Definition wstag420.c:801
u16 actor41Talk2Actions[]
Definition wstag420.c:423
u16 actor0Talk0Conditions[]
Definition wstag420.c:218
FieldActorEntry actor52
Definition wstag420.c:958
u16 actor45Talk1Conditions[]
Definition wstag420.c:460
FieldTalk actor31Talks[]
Definition wstag420.c:615
FieldTalk actor2Talks[]
Definition wstag420.c:478
AreaBattle area2Battle6
Definition wstag420.c:174
u16 actor18Talk5Conditions[]
Definition wstag420.c:378
u16 actor58Talk0Conditions[]
Definition wstag420.c:461
FieldTalk actor47Talks[]
Definition wstag420.c:686
u16 actor0Talk1Conditions[]
Definition wstag420.c:220
FieldTalk actor42Talks[]
Definition wstag420.c:665
u16 actor2Talk1Conditions[]
Definition wstag420.c:247
FieldActorEntry actor62
Definition wstag420.c:968
u16 actor16Talk5Conditions[]
Definition wstag420.c:338
FieldActorEntry actor58
Definition wstag420.c:964
FieldTalk actor53Talks[]
Definition wstag420.c:710
u16 actor10Conditions[]
Definition wstag420.c:800
u16 actor18Talk6Conditions[]
Definition wstag420.c:387
FieldActorEntry actor25
Definition wstag420.c:931
u16 actor15Talk6Actions[]
Definition wstag420.c:316
FieldActorEntry actor24
Definition wstag420.c:930
FieldTalk actor62Talks[]
Definition wstag420.c:748
u16 actor18Conditions[]
Definition wstag420.c:828
FieldActorEntry actor57
Definition wstag420.c:963
FieldActorEntry actor17
Definition wstag420.c:923
FieldActorEntry actor39
Definition wstag420.c:945
u16 actor34Conditions[]
Definition wstag420.c:849
u16 actor18Talk2Actions[]
Definition wstag420.c:361
FieldTalk actor68Talks[]
Definition wstag420.c:772
FieldActorEntry actor33
Definition wstag420.c:939
FieldTalk actor38Talks[]
Definition wstag420.c:647
FieldTalk actor14Talks[]
Definition wstag420.c:527
void endEvent70(void)
After event 70, with Seiryu Leader: lets event 71 start and starts the stage's event battle 1.
Definition wstag420.c:29
u16 actor24Conditions[]
Definition wstag420.c:839
FieldActorEntry actor18
Definition wstag420.c:924
FieldTalk actor5Talks[]
Definition wstag420.c:495
AreaBattle area1Battle6
Definition wstag420.c:161
u16 actor16Talk2Conditions[]
Definition wstag420.c:320
FieldActorEntry actor40
Definition wstag420.c:946
FieldTalk actor43Talks[]
Definition wstag420.c:669
u16 actor42Conditions[]
Definition wstag420.c:857
u16 actor46Conditions[]
Definition wstag420.c:861
FieldActorEntry actor5
Definition wstag420.c:911
FieldActorEntry actor37
Definition wstag420.c:943
u16 actor58Talk2Conditions[]
Definition wstag420.c:464
FieldActorEntry actor53
Definition wstag420.c:959
FieldTalk actor52Talks[]
Definition wstag420.c:706
FieldActorEntry actor36
Definition wstag420.c:942
u16 actor35Conditions[]
Definition wstag420.c:850
FieldTalk actor33Talks[]
Definition wstag420.c:627
FieldTalk actor41Talks[]
Definition wstag420.c:655
u16 actor1Talk1Conditions[]
Definition wstag420.c:244
u16 actor22Conditions[]
Definition wstag420.c:837
AreaBattle area0Battle7
Definition wstag420.c:149
FieldActorEntry actor2
Definition wstag420.c:908
FieldActorEntry actor31
Definition wstag420.c:937
u16 actor3Talk0Conditions[]
Definition wstag420.c:269
FieldTalk actor50Talks[]
Definition wstag420.c:698
AreaBattle area3Battle4
Definition wstag420.c:185
AreaBattle area3Battle3
Definition wstag420.c:184
AreaBattle area0Battle1
Definition wstag420.c:143
u16 actor18Talk4Conditions[]
Definition wstag420.c:370
u16 actor15Talk2Conditions[]
Definition wstag420.c:280
u16 actor38Conditions[]
Definition wstag420.c:853
FieldActorEntry actor23
Definition wstag420.c:929
u16 actor16Talk4Conditions[]
Definition wstag420.c:330
u16 actor15Talk3Conditions[]
Definition wstag420.c:282
u16 actor0Talk3Conditions[]
Definition wstag420.c:227
FieldActorEntry actor19
Definition wstag420.c:925
AreaBattle area2Battle0
Definition wstag420.c:168
FieldTalk actor36Talks[]
Definition wstag420.c:639
u16 actor9Conditions[]
Definition wstag420.c:799
FieldActorEntry * stageActors[]
Definition wstag420.c:976
FieldActorEntry actor28
Definition wstag420.c:934
u16 actor2Talk3Conditions[]
Definition wstag420.c:254
AreaBattle area1Battle2
Definition wstag420.c:157
u16 actor23Conditions[]
Definition wstag420.c:838
FieldTalk actor57Talks[]
Definition wstag420.c:726
u16 actor32Conditions[]
Definition wstag420.c:847
FieldActorEntry actor45
Definition wstag420.c:951
FieldActorEntry actor67
Definition wstag420.c:973
AreaBattle area3Battle0
Definition wstag420.c:181
u16 actor29Conditions[]
Definition wstag420.c:844
u16 actor15Talk6Conditions[]
Definition wstag420.c:307
u16 actor47Conditions[]
Definition wstag420.c:862
FieldTalk actor66Talks[]
Definition wstag420.c:764
u16 actor53Conditions[]
Definition wstag420.c:872
u16 actor31Talk3Conditions[]
Definition wstag420.c:413
u16 actor30Conditions[]
Definition wstag420.c:845
u16 actor16Talk3Conditions[]
Definition wstag420.c:322
u16 actor52Conditions[]
Definition wstag420.c:871
u16 actor41Talk6Conditions[]
Definition wstag420.c:449
FieldActorEntry actor22
Definition wstag420.c:928
u16 actor37Conditions[]
Definition wstag420.c:852
AreaBattle area0Battle6
Definition wstag420.c:148
u16 actor44Conditions[]
Definition wstag420.c:859
u16 actor18Talk1Conditions[]
Definition wstag420.c:359
u16 actor16Talk0Actions[]
Definition wstag420.c:318
FieldActorEntry actor41
Definition wstag420.c:947
FieldTalk actor1Talks[]
Definition wstag420.c:473
u16 actor13Conditions[]
Definition wstag420.c:803
AreaBattle area3Battle2
Definition wstag420.c:183
FieldTalk actor35Talks[]
Definition wstag420.c:635
FieldActorEntry actor29
Definition wstag420.c:935
u16 actor14Talk1Actions[]
Definition wstag420.c:274
u16 actor1Talk0Conditions[]
Definition wstag420.c:242
FieldTalk actor0Talks[]
Definition wstag420.c:465
u16 actor41Talk3Actions[]
Definition wstag420.c:431
u16 actor31Talk2Conditions[]
Definition wstag420.c:412
FieldTalk actor44Talks[]
Definition wstag420.c:673
u16 actor68Conditions[]
Definition wstag420.c:904
u16 actor0Talk4Conditions[]
Definition wstag420.c:235
u16 actor48Conditions[]
Definition wstag420.c:867
FieldTalk actor63Talks[]
Definition wstag420.c:752
AreaBattle area3Battle1
Definition wstag420.c:182
FieldTalk actor21Talks[]
Definition wstag420.c:575
AreaBattle area0Battle3
Definition wstag420.c:145
FieldActorEntry actor27
Definition wstag420.c:933
FieldTalk actor20Talks[]
Definition wstag420.c:571
FieldTalk actor56Talks[]
Definition wstag420.c:722
FieldActorEntry actor10
Definition wstag420.c:916
u16 actor3Talk1Conditions[]
Definition wstag420.c:271
u16 actor31Conditions[]
Definition wstag420.c:846
u16 actor2Talk0Actions[]
Definition wstag420.c:246
u16 actor15Talk5Conditions[]
Definition wstag420.c:298
FieldTalk actor65Talks[]
Definition wstag420.c:760
u16 actor19Conditions[]
Definition wstag420.c:834
FieldTalk actor49Talks[]
Definition wstag420.c:694
FieldTalk actor4Talks[]
Definition wstag420.c:491
u16 actor4Conditions[]
Definition wstag420.c:794
FieldTalk actor27Talks[]
Definition wstag420.c:599
FieldActorEntry actor4
Definition wstag420.c:910
u16 actor66Conditions[]
Definition wstag420.c:902
u16 actor3Conditions[]
Definition wstag420.c:793
u16 actor58Talk0Actions[]
Definition wstag420.c:462
u16 actor2Talk2Conditions[]
Definition wstag420.c:248
u16 actor31Talk4Conditions[]
Definition wstag420.c:414
AreaBattle area3Battle6
Definition wstag420.c:187
u16 actor31Talk0Conditions[]
Definition wstag420.c:397
u16 actor54Conditions[]
Definition wstag420.c:873
FieldTalk actor17Talks[]
Definition wstag420.c:553
void endEvent71(void)
After event 71, with Seiryu Leader: gives the player the Silver ID and the Seiryu Badge and moves the...
Definition wstag420.c:38
u16 actor69Conditions[]
Definition wstag420.c:905
FieldActorEntry actor35
Definition wstag420.c:941
FieldTalk actor11Talks[]
Definition wstag420.c:515
FieldActorEntry actor32
Definition wstag420.c:938
u16 actor16Talk6Conditions[]
Definition wstag420.c:347
FieldActorEntry actor8
Definition wstag420.c:914
FieldActorEntry actor69
Definition wstag420.c:975
u16 actor18Talk6Actions[]
Definition wstag420.c:396
u16 actor2Talk3Actions[]
Definition wstag420.c:261
u16 actor15Talk1Conditions[]
Definition wstag420.c:279
FieldActorEntry actor44
Definition wstag420.c:950
ActorImage stageImages[]
Definition wstag420.c:197
u16 actor60Conditions[]
Definition wstag420.c:891
u16 actor67Conditions[]
Definition wstag420.c:903
s16 script71[]
Definition wstag420.c:99
u16 actor14Talk1Conditions[]
Definition wstag420.c:273
FieldTalk actor28Talks[]
Definition wstag420.c:603
FieldActorEntry actor51
Definition wstag420.c:957
FieldTalk actor6Talks[]
Definition wstag420.c:499
s16 script70[]
Definition wstag420.c:81
u16 actor41Talk4Conditions[]
Definition wstag420.c:432
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing SEIR_BGM; BGM_0029 instead at story s...
Definition wstag420.c:57
FieldActorEntry actor43
Definition wstag420.c:949
FieldTalk actor25Talks[]
Definition wstag420.c:591
FieldTalk actor19Talks[]
Definition wstag420.c:567
FieldTalk actor51Talks[]
Definition wstag420.c:702
AreaBattle area2Battle4
Definition wstag420.c:172
FieldActorEntry actor48
Definition wstag420.c:954
u16 actor33Conditions[]
Definition wstag420.c:848
FieldTalk actor23Talks[]
Definition wstag420.c:583
u16 actor16Conditions[]
Definition wstag420.c:816
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag420.c:1049
u16 actor41Conditions[]
Definition wstag420.c:856
u16 actor16Talk1Conditions[]
Definition wstag420.c:319
FieldActorEntry actor9
Definition wstag420.c:915
u16 actor8Conditions[]
Definition wstag420.c:798
FieldActorEntry actor20
Definition wstag420.c:926
FieldTalk actor26Talks[]
Definition wstag420.c:595
u16 actor65Conditions[]
Definition wstag420.c:901
u16 actor41Talk0Conditions[]
Definition wstag420.c:420
u16 actor5Conditions[]
Definition wstag420.c:795
FieldTalk actor10Talks[]
Definition wstag420.c:511
FieldTalk actor3Talks[]
Definition wstag420.c:486
FieldTalk actor69Talks[]
Definition wstag420.c:776
u16 actor41Talk2Conditions[]
Definition wstag420.c:422
u16 actor38Talk0Actions[]
Definition wstag420.c:419
u16 actor31Talk1Conditions[]
Definition wstag420.c:405
FieldTalk actor9Talks[]
Definition wstag420.c:507
u16 actor15Talk2Actions[]
Definition wstag420.c:281
u16 actor50Conditions[]
Definition wstag420.c:869
BattleList area3Battles
Definition wstag420.c:189
AreaBattle area3Battle5
Definition wstag420.c:186
u16 actor31Talk0Actions[]
Definition wstag420.c:404
u16 actor41Talk1Conditions[]
Definition wstag420.c:421
FieldTalk actor32Talks[]
Definition wstag420.c:623
AreaBattle area0Battle5
Definition wstag420.c:147
BattleList area1Battles
Definition wstag420.c:163
FieldTalk actor15Talks[]
Definition wstag420.c:533
FieldActorEntry actor50
Definition wstag420.c:956
FieldTalk actor46Talks[]
Definition wstag420.c:682
FieldActorEntry actor47
Definition wstag420.c:953
BattleList area2Battles
Definition wstag420.c:176
u16 actor2Talk0Conditions[]
Definition wstag420.c:245
FieldTalk actor40Talks[]
Definition wstag420.c:651
u16 actor15Talk3Actions[]
Definition wstag420.c:289
FieldActorEntry actor65
Definition wstag420.c:971
FieldTalk actor60Talks[]
Definition wstag420.c:740
FieldActorEntry actor15
Definition wstag420.c:921
FieldActorEntry actor12
Definition wstag420.c:918
u16 actor27Conditions[]
Definition wstag420.c:842
FieldActorEntry actor68
Definition wstag420.c:974
FieldActorEntry actor16
Definition wstag420.c:922
u16 actor15Conditions[]
Definition wstag420.c:810
AreaBattle area1Battle4
Definition wstag420.c:159
FieldActorEntry actor66
Definition wstag420.c:972
u16 actor61Conditions[]
Definition wstag420.c:897
FieldTalk actor67Talks[]
Definition wstag420.c:768
FieldActorEntry actor38
Definition wstag420.c:944
u16 actor6Conditions[]
Definition wstag420.c:796
AreaBattle area2Battle2
Definition wstag420.c:170
u16 actor0Talk2Conditions[]
Definition wstag420.c:221
AreaBattle area1Battle5
Definition wstag420.c:160
u16 actor57Conditions[]
Definition wstag420.c:884
u16 actor14Conditions[]
Definition wstag420.c:804
FieldActorEntry actor30
Definition wstag420.c:936
u16 actor18Talk3Conditions[]
Definition wstag420.c:362
FieldActorEntry actor7
Definition wstag420.c:913
u16 actor43Conditions[]
Definition wstag420.c:858
u16 actor49Conditions[]
Definition wstag420.c:868
StageSlot stageSlots[]
Definition wstag420.c:1086
AreaBattle area2Battle1
Definition wstag420.c:169
u16 actor1Talk0Actions[]
Definition wstag420.c:243
u16 actor62Conditions[]
Definition wstag420.c:898
u16 actor41Talk6Actions[]
Definition wstag420.c:458
FieldActorEntry actor13
Definition wstag420.c:919
FieldTalk actor24Talks[]
Definition wstag420.c:587
AreaBattle area1Battle3
Definition wstag420.c:158
FieldTalk actor61Talks[]
Definition wstag420.c:744
u16 actor16Talk2Actions[]
Definition wstag420.c:321
u16 actor16Talk3Actions[]
Definition wstag420.c:329
AreaBattle area1Battle0
Definition wstag420.c:155
FieldActorEntry actor60
Definition wstag420.c:966
u16 actor14Talk2Actions[]
Definition wstag420.c:276
FieldActorEntry actor11
Definition wstag420.c:917
FieldActorEntry actor49
Definition wstag420.c:955
u16 actor25Conditions[]
Definition wstag420.c:840
u16 actor16Talk0Conditions[]
Definition wstag420.c:317
u16 actor45Talk0Conditions[]
Definition wstag420.c:459
FieldActorEntry actor1
Definition wstag420.c:907
u16 actor40Conditions[]
Definition wstag420.c:855
FieldActorEntry actor21
Definition wstag420.c:927
u16 actor18Talk3Actions[]
Definition wstag420.c:369
AreaBattle area0Battle0
Definition wstag420.c:142
FieldActorEntry actor42
Definition wstag420.c:948
FieldActorEntry actor59
Definition wstag420.c:965
AreaBattle area0Battle2
Definition wstag420.c:144
FieldTalk actor13Talks[]
Definition wstag420.c:523
#define STAGE_FILE
Definition wstag420.c:51
AreaBattle area2Battle5
Definition wstag420.c:173
FieldTalk actor64Talks[]
Definition wstag420.c:756
u16 actor58Conditions[]
Definition wstag420.c:889
u16 actor18Talk2Conditions[]
Definition wstag420.c:360
u16 actor45Conditions[]
Definition wstag420.c:860
AreaBattle area1Battle1
Definition wstag420.c:156
FieldActorEntry actor63
Definition wstag420.c:969
u16 actor7Conditions[]
Definition wstag420.c:797
FieldTalk actor48Talks[]
Definition wstag420.c:690
AreaBattle area2Battle3
Definition wstag420.c:171
u16 actor39Conditions[]
Definition wstag420.c:854
u16 actor58Talk1Conditions[]
Definition wstag420.c:463
FieldTalk actor45Talks[]
Definition wstag420.c:677
u16 actor55Conditions[]
Definition wstag420.c:874
FieldTalk actor55Talks[]
Definition wstag420.c:718
u16 actor2Conditions[]
Definition wstag420.c:792
FieldTalk actor18Talks[]
Definition wstag420.c:557
u16 actor64Conditions[]
Definition wstag420.c:900
u16 actor20Conditions[]
Definition wstag420.c:835
u16 actor14Talk2Conditions[]
Definition wstag420.c:275
AreaBattle area0Battle4
Definition wstag420.c:146
u16 actor41Talk3Conditions[]
Definition wstag420.c:424
u16 actor15Talk0Conditions[]
Definition wstag420.c:277
FieldActorEntry actor34
Definition wstag420.c:940
#define STAGE_TEXT
Definition wstag420.c:49
u16 actor51Conditions[]
Definition wstag420.c:870
u16 actor2Talk4Conditions[]
Definition wstag420.c:262
u16 actor3Talk0Actions[]
Definition wstag420.c:270
FieldTalk actor8Talks[]
Definition wstag420.c:503
u16 actor15Talk0Actions[]
Definition wstag420.c:278
u16 actor41Talk5Conditions[]
Definition wstag420.c:440
u16 actor18Talk0Conditions[]
Definition wstag420.c:357
FieldTalk actor34Talks[]
Definition wstag420.c:631
FieldTalk actor30Talks[]
Definition wstag420.c:611
u16 actor15Talk4Conditions[]
Definition wstag420.c:290
FieldActorEntry actor46
Definition wstag420.c:952
FieldTalk actor12Talks[]
Definition wstag420.c:519
FieldActorEntry actor56
Definition wstag420.c:962
AreaBattle area3Battle7
Definition wstag420.c:188
FieldActorEntry actor61
Definition wstag420.c:967
u16 actor21Conditions[]
Definition wstag420.c:836
u16 actor18Talk0Actions[]
Definition wstag420.c:358
BattleList area0Battles
Definition wstag420.c:150
FieldTalk actor58Talks[]
Definition wstag420.c:730
AreaBattle area1Battle7
Definition wstag420.c:162
u16 actor28Conditions[]
Definition wstag420.c:843
FieldTalk actor16Talks[]
Definition wstag420.c:543
u16 actor16Talk6Actions[]
Definition wstag420.c:356
u16 actor17Conditions[]
Definition wstag420.c:822
FieldTalk actor29Talks[]
Definition wstag420.c:607
FieldActorEntry actor3
Definition wstag420.c:909
FieldActorEntry actor54
Definition wstag420.c:960
FieldActorEntry actor26
Definition wstag420.c:932
FieldBattles stageBattles[]
Definition wstag420.c:194
u16 actor36Conditions[]
Definition wstag420.c:851
u16 actor56Conditions[]
Definition wstag420.c:879
FieldActorEntry actor14
Definition wstag420.c:920
FieldEvent stageEvents[]
Definition wstag420.c:1099
u16 actor12Conditions[]
Definition wstag420.c:802
FieldTalk actor22Talks[]
Definition wstag420.c:579
u16 actor14Talk0Conditions[]
Definition wstag420.c:272
FieldActorEntry actor64
Definition wstag420.c:970
u16 actor63Conditions[]
Definition wstag420.c:899
u16 actor0Conditions[]
Definition wstag420.c:780
FieldTalk actor59Talks[]
Definition wstag420.c:736
u16 actor0Talk3Actions[]
Definition wstag420.c:234