Digimon World 3 decomp
The European version, SLES_039.36
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wstag430.c
Go to the documentation of this file.
1/*
2 * WSTAG430: Seiryu Tower, Seiryu City.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
13#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
14#define STAGE_FILE 0x213
15#define STAGE_ARCHIVE 0x316
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
18#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
19#define STAGE_FILE 0x222
20#define STAGE_ARCHIVE 0x325
21#endif
22/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
41
43 SCRIPT_WALK(2, 0x178, 0x1AC, 5),
44 SCRIPT_PLACE(0x15, 0x198, 0x19E),
45 SCRIPT_POSE(0x15, 1, 1),
48 SCRIPT_POSE(2, 1, 5),
49 SCRIPT_WAIT(6),
50 SCRIPT_WAIT(0x1E),
51 SCRIPT_TALK(0, 1, 0x15, 0),
53 SCRIPT_WAIT(0x1E),
54 SCRIPT_POSE(0x15, 0x36, 1),
56 SCRIPT_WAIT_ANIM(0x15),
57 SCRIPT_POSE(0x15, 0x37, 1),
58 SCRIPT_WAIT(0x5A),
59 SCRIPT_LEAVE(0xC02, 0, 0, 0),
61};
63 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
64 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
65 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
66 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
67 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
68 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
69 { 0x140, 0x100, 0x166, 0x16E, 0x98, 0x6E, 0x160, 0x1FD },
70 { 0x140, 0x100, 0x172, 0x16E, 0xC8, 0x6E, 0x170, 0x1FD },
71 { 0x180, 0x100, 0x1AA, 0x175, 0x1A8, 0x75, 0x150, 0x1FC },
72 { 0x180, 0x100, 0x1A6, 0x100, 0x198, 0, 0x160, 0x1FC },
73 { 0x180, 0x100, 0x1AE, 0x100, 0x1B8, 0, 0x170, 0x1FC },
74 { 0x140, 0x100, 0x176, 0x148, 0xD8, 0x48, 0x140, 0x1FB },
75 { 0x180, 0x100, 0x1B6, 0x100, 0x1D8, 0, 0x150, 0x1FB },
76 { 0x180, 0x100, 0x1B6, 0x120, 0x1D8, 0x20, 0x160, 0x1FB },
77};
85u16 actor1Talk1Actions[] = { 0x7C00, 1, CODES_END };
86u16 actor2Talk0Conditions[] = { FLAG(0x1C, 0x11), 0, CODES_END };
88u16 actor2Talk1Conditions[] = { FLAG(0x1C, 0x11), 1, CODES_END };
103 { actor2Talk1Conditions, NULL, 0x126 },
104 { NULL, NULL, 0 },
105};
107 { NULL, NULL, 0x5C },
108 { NULL, NULL, 0 },
109};
111 { NULL, NULL, 0x176 },
112 { NULL, NULL, 0 },
113};
115 { NULL, NULL, 0x5F },
116 { NULL, NULL, 0 },
117};
119 { NULL, NULL, 0x62 },
120 { NULL, NULL, 0 },
121};
123 { NULL, NULL, 0x65 },
124 { NULL, NULL, 0 },
125};
127 { NULL, NULL, 0x6B },
128 { NULL, NULL, 0 },
129};
131 { NULL, NULL, 0x53 },
132 { NULL, NULL, 0 },
133};
135 { NULL, NULL, 0x50 },
136 { NULL, NULL, 0 },
137};
139 { NULL, NULL, 0x59 },
140 { NULL, NULL, 0 },
141};
143 { NULL, NULL, 0x4D },
144 { NULL, NULL, 0 },
145};
147 { NULL, NULL, 0x5D },
148 { NULL, NULL, 0 },
149};
151 { NULL, NULL, 0x51 },
152 { NULL, NULL, 0 },
153};
155 { NULL, NULL, 0x6C },
156 { NULL, NULL, 0 },
157};
159 { NULL, NULL, 0x66 },
160 { NULL, NULL, 0 },
161};
163 { NULL, NULL, 0x63 },
164 { NULL, NULL, 0 },
165};
167 { NULL, NULL, 0x60 },
168 { NULL, NULL, 0 },
169};
171 { NULL, NULL, 0x54 },
172 { NULL, NULL, 0 },
173};
175 { NULL, NULL, 0x57 },
176 { NULL, NULL, 0 },
177};
179 { NULL, NULL, 0x5A },
180 { NULL, NULL, 0 },
181};
183 { NULL, NULL, 0x4E },
184 { NULL, NULL, 0 },
185};
187 { NULL, NULL, 0x61 },
188 { NULL, NULL, 0 },
189};
191 { actor24Talk0Conditions, NULL, 0x15D },
192 { actor24Talk1Conditions, NULL, 0x52 },
193 { NULL, NULL, 0 },
194};
196 { NULL, NULL, 0x6D },
197 { NULL, NULL, 0 },
198};
200 { NULL, NULL, 0x67 },
201 { NULL, NULL, 0 },
202};
204 { NULL, NULL, 0x64 },
205 { NULL, NULL, 0 },
206};
208 { NULL, NULL, 0x55 },
209 { NULL, NULL, 0 },
210};
212 { NULL, NULL, 0x58 },
213 { NULL, NULL, 0 },
214};
216 { NULL, NULL, 0x5B },
217 { NULL, NULL, 0 },
218};
220 { NULL, NULL, 0x5E },
221 { NULL, NULL, 0 },
222};
224 { NULL, NULL, 0x6A },
225 { NULL, NULL, 0 },
226};
228 { NULL, NULL, 0x69 },
229 { NULL, NULL, 0 },
230};
232 { NULL, NULL, 0x68 },
233 { NULL, NULL, 0 },
234};
268FieldActorEntry actor0 = { NULL, actor0Talks, 0x15, 4, 408, 414, 1 };
269FieldActorEntry actor1 = { NULL, actor1Talks, 0x18, 5, 320, 515, 7 };
304 &actor0,
305 &actor1,
306 &actor2,
307 &actor3,
308 &actor4,
309 &actor5,
310 &actor6,
311 &actor7,
312 &actor8,
313 &actor9,
314 &actor10,
315 &actor11,
316 &actor12,
317 &actor13,
318 &actor14,
319 &actor15,
320 &actor16,
321 &actor17,
322 &actor18,
323 &actor19,
324 &actor20,
325 &actor21,
326 &actor22,
327 &actor23,
328 &actor24,
329 &actor25,
330 &actor26,
331 &actor27,
332 &actor28,
333 &actor29,
334 &actor30,
335 &actor31,
336 &actor32,
337 &actor33,
338 &actor34,
339 NULL,
340};
342 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 0xA, 0, 283, 466, 0, 0 },
343 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 0xA, 0, 428, 134, 0, 0 },
344 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 0xA, 0, 307, 484, 0, 0 },
345 { 1, 0, 0x40, 6, 0x36, 2, 0, 1, 0xA, 0, 287, 459, 0, 0 },
346 { 1, 0, 0x40, 6, 0x36, 2, 0, 1, 0xA, 0, 297, 464, 0, 0 },
347 { 1, 0, 0x40, 6, 4, 1, 4, 9, 4, 0, 350, 338, 0, 0 },
348 { 1, 0, 0x40, 6, 0xA, 1, 0xA, 0xD, 4, 0, 293, 279, 0, 0 },
349 { 1, 0, 0x40, 6, 0xE, 1, 0xE, 0x11, 4, 0, 298, 381, 0, 0 },
350 { 1, 0, 0x40, 6, 0x12, 1, 0x12, 0x15, 4, 0, 293, 427, 0, 0 },
351 { 1, 0, 0x40, 4, 0x35, 2, 0, 1, 0xA, 0, 333, 483, 503, 0 },
352 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 501, 393, 406, 0 },
353 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 451, 436, 456, 0 },
354 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 436, 464, 482, 0 },
355 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 320, 474, 503, 0 },
356 { 1, 0, 0x40, 4, 0x16, 0, 0, 0, 0, 0, 438, 274, 292, 0 },
357 { 1, 0, 0x40, 4, 0x17, 0, 0, 0, 0, 0, 464, 277, 302, 0 },
358 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
359};
361 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x22E, 0x2F8, 0x104, 7, 0, 0, 0 },
362 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x22E, 0x1E8, 0xA4, 1, 0, 0, 0 },
363 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
364};
365void (*stageFuncs[])(void) = {
367};
369 { 1210, script1210, EVENT_TEXT(0x10), NULL, NULL },
370 { -1, NULL, 0, NULL, NULL },
371};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
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_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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 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 SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#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 CODES_END
Definition game_state.h:83
#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 MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
Definition sound.h:81
#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,...
#define FLAG_TOM_SEIRYU_LEADER_TALKED
wstag430 Seiryu Tower: Repeating Tom says the Seiryu Leader trains at the Protocol Ruins; the Leader ...
Definition story.h:1155
#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
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
Definition story.h:90
@ 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
#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 FLAG_SEIRYU_PIXIMON_TALKED
wstag430 Seiryu Tower: Piximon says it handles Digimon data (switching) once; set there,...
Definition story.h:1130
#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_NICK_FIRST_MEETING_SEEN
wstag395 event 80: the player meets Nick ("I'm only 21!") in Wind Prairie; set at its end,...
Definition story.h:1333
#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 FLAG_SAVE_GUARDROMON_TALKED
Inns (wstag235/360/430/470): Save Officer Guardromon introduces saving once; set there,...
Definition story.h:1028
#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 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
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
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
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
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 actor26Conditions[]
Definition wstag430.c:259
u16 actor0Talk0Actions[]
Definition wstag430.c:79
FieldActorEntry actor0
Definition wstag430.c:268
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag430.c:365
FieldActorEntry actor6
Definition wstag430.c:274
u16 actor11Conditions[]
Definition wstag430.c:244
u16 actor0Talk0Conditions[]
Definition wstag430.c:78
FieldTalk actor31Talks[]
Definition wstag430.c:219
FieldTalk actor2Talks[]
Definition wstag430.c:101
u16 actor0Talk1Conditions[]
Definition wstag430.c:80
u16 actor2Talk1Conditions[]
Definition wstag430.c:88
u16 actor24Talk1Conditions[]
Definition wstag430.c:90
u16 actor10Conditions[]
Definition wstag430.c:243
FieldActorEntry actor25
Definition wstag430.c:293
s16 script1210[]
Definition wstag430.c:42
FieldActorEntry actor24
Definition wstag430.c:292
u16 actor18Conditions[]
Definition wstag430.c:251
FieldActorEntry actor17
Definition wstag430.c:285
u16 actor34Conditions[]
Definition wstag430.c:267
FieldActorEntry actor33
Definition wstag430.c:301
FieldTalk actor14Talks[]
Definition wstag430.c:150
u16 actor24Conditions[]
Definition wstag430.c:257
FieldActorEntry actor18
Definition wstag430.c:286
FieldTalk actor5Talks[]
Definition wstag430.c:114
FieldActorEntry actor5
Definition wstag430.c:273
FieldTalk actor33Talks[]
Definition wstag430.c:227
u16 actor1Talk1Conditions[]
Definition wstag430.c:84
u16 actor22Conditions[]
Definition wstag430.c:255
FieldActorEntry actor2
Definition wstag430.c:270
FieldActorEntry actor31
Definition wstag430.c:299
FieldActorEntry actor23
Definition wstag430.c:291
FieldActorEntry actor19
Definition wstag430.c:287
u16 actor9Conditions[]
Definition wstag430.c:242
FieldActorEntry * stageActors[]
Definition wstag430.c:303
FieldActorEntry actor28
Definition wstag430.c:296
u16 actor0Talk1Actions[]
Definition wstag430.c:81
u16 actor23Conditions[]
Definition wstag430.c:256
u16 actor32Conditions[]
Definition wstag430.c:265
u16 actor29Conditions[]
Definition wstag430.c:262
u16 actor30Conditions[]
Definition wstag430.c:263
FieldActorEntry actor22
Definition wstag430.c:290
FieldTalk actor1Talks[]
Definition wstag430.c:96
u16 actor13Conditions[]
Definition wstag430.c:246
FieldActorEntry actor29
Definition wstag430.c:297
u16 actor1Talk0Conditions[]
Definition wstag430.c:82
FieldTalk actor0Talks[]
Definition wstag430.c:91
#define STAGE_ARCHIVE
Definition wstag430.c:20
FieldTalk actor21Talks[]
Definition wstag430.c:178
FieldActorEntry actor27
Definition wstag430.c:295
FieldTalk actor20Talks[]
Definition wstag430.c:174
FieldActorEntry actor10
Definition wstag430.c:278
u16 actor31Conditions[]
Definition wstag430.c:264
u16 actor2Talk0Actions[]
Definition wstag430.c:87
u16 actor19Conditions[]
Definition wstag430.c:252
FieldTalk actor4Talks[]
Definition wstag430.c:110
u16 actor4Conditions[]
Definition wstag430.c:237
FieldTalk actor27Talks[]
Definition wstag430.c:203
FieldActorEntry actor4
Definition wstag430.c:272
u16 actor3Conditions[]
Definition wstag430.c:236
FieldTalk actor17Talks[]
Definition wstag430.c:162
FieldTalk actor11Talks[]
Definition wstag430.c:138
FieldActorEntry actor32
Definition wstag430.c:300
FieldActorEntry actor8
Definition wstag430.c:276
ActorImage stageImages[]
Definition wstag430.c:62
u16 actor1Talk1Actions[]
Definition wstag430.c:85
FieldTalk actor28Talks[]
Definition wstag430.c:207
FieldTalk actor6Talks[]
Definition wstag430.c:118
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag430.c:23
FieldTalk actor25Talks[]
Definition wstag430.c:195
FieldTalk actor19Talks[]
Definition wstag430.c:170
u16 actor33Conditions[]
Definition wstag430.c:266
FieldTalk actor23Talks[]
Definition wstag430.c:186
u16 actor16Conditions[]
Definition wstag430.c:249
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag430.c:341
FieldActorEntry actor9
Definition wstag430.c:277
u16 actor8Conditions[]
Definition wstag430.c:241
FieldActorEntry actor20
Definition wstag430.c:288
FieldTalk actor26Talks[]
Definition wstag430.c:199
u16 actor5Conditions[]
Definition wstag430.c:238
FieldTalk actor10Talks[]
Definition wstag430.c:134
FieldTalk actor3Talks[]
Definition wstag430.c:106
FieldTalk actor9Talks[]
Definition wstag430.c:130
FieldTalk actor32Talks[]
Definition wstag430.c:223
FieldTalk actor15Talks[]
Definition wstag430.c:154
u16 actor2Talk0Conditions[]
Definition wstag430.c:86
FieldActorEntry actor15
Definition wstag430.c:283
FieldActorEntry actor12
Definition wstag430.c:280
u16 actor27Conditions[]
Definition wstag430.c:260
FieldActorEntry actor16
Definition wstag430.c:284
u16 actor15Conditions[]
Definition wstag430.c:248
u16 actor6Conditions[]
Definition wstag430.c:239
u16 actor14Conditions[]
Definition wstag430.c:247
FieldActorEntry actor30
Definition wstag430.c:298
FieldActorEntry actor7
Definition wstag430.c:275
StageSlot stageSlots[]
Definition wstag430.c:360
u16 actor1Talk0Actions[]
Definition wstag430.c:83
FieldActorEntry actor13
Definition wstag430.c:281
FieldTalk actor24Talks[]
Definition wstag430.c:190
FieldActorEntry actor11
Definition wstag430.c:279
u16 actor25Conditions[]
Definition wstag430.c:258
FieldActorEntry actor1
Definition wstag430.c:269
FieldActorEntry actor21
Definition wstag430.c:289
FieldTalk actor13Talks[]
Definition wstag430.c:146
#define STAGE_FILE
Definition wstag430.c:19
u16 actor7Conditions[]
Definition wstag430.c:240
u16 actor2Conditions[]
Definition wstag430.c:235
FieldTalk actor18Talks[]
Definition wstag430.c:166
FieldTalk actor7Talks[]
Definition wstag430.c:122
u16 actor20Conditions[]
Definition wstag430.c:253
FieldActorEntry actor34
Definition wstag430.c:302
#define STAGE_TEXT
Definition wstag430.c:17
u16 actor24Talk0Conditions[]
Definition wstag430.c:89
FieldTalk actor8Talks[]
Definition wstag430.c:126
FieldTalk actor34Talks[]
Definition wstag430.c:231
FieldTalk actor30Talks[]
Definition wstag430.c:215
FieldTalk actor12Talks[]
Definition wstag430.c:142
u16 actor21Conditions[]
Definition wstag430.c:254
u16 actor28Conditions[]
Definition wstag430.c:261
FieldTalk actor16Talks[]
Definition wstag430.c:158
u16 actor17Conditions[]
Definition wstag430.c:250
FieldTalk actor29Talks[]
Definition wstag430.c:211
FieldActorEntry actor3
Definition wstag430.c:271
FieldActorEntry actor26
Definition wstag430.c:294
FieldActorEntry actor14
Definition wstag430.c:282
FieldEvent stageEvents[]
Definition wstag430.c:368
u16 actor12Conditions[]
Definition wstag430.c:245
FieldTalk actor22Talks[]
Definition wstag430.c:182