Digimon World 3 decomp
The European version, SLES_039.36
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wstag435.c
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1/*
2 * WSTAG435: Gale 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 0x1B3
15#define STAGE_ARCHIVE 0x3D0
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 0x1C1
20#define STAGE_ARCHIVE 0x3E0
21#endif
22/* Sets the stage up: its map, actors and events, playing the ambience ENV_0008 */
41
43 SCRIPT_WALK(2, 0x131, 0x1B0, 1),
44 SCRIPT_PLACE(0x3E, 0x100, 0x1C7),
45 SCRIPT_POSE(0x3E, 1, 1),
48 SCRIPT_POSE(2, 1, 1),
49 SCRIPT_WAIT(0x3C),
50 SCRIPT_TALK(0, 2, 2, 0),
51 SCRIPT_POSE(2, 7, 1),
53 SCRIPT_POSE(2, 1, 1),
54 SCRIPT_WAIT(0x5A),
55 SCRIPT_TALK(0, 3, 0x3E, 0),
57 SCRIPT_WAIT(0x1E),
58 SCRIPT_TALK(0, 4, 2, 0),
59 SCRIPT_POSE(2, 7, 1),
61 SCRIPT_POSE(2, 1, 1),
62 SCRIPT_WAIT(0x5A),
63 SCRIPT_TALK(0, 5, 0x3E, 0),
65 SCRIPT_WAIT(0x1E),
66 SCRIPT_TALK(0, 6, 2, 0),
67 SCRIPT_POSE(2, 7, 1),
69 SCRIPT_POSE(2, 1, 1),
70 SCRIPT_WAIT(0x1E),
71 SCRIPT_POSE(2, 1, 3),
72 SCRIPT_WAIT(0x1E),
73 SCRIPT_WALK(2, 0xCF, 0x181, 3),
75 SCRIPT_POSE(2, 1, 1),
76 SCRIPT_WAIT(0x1E),
77 SCRIPT_WALK(2, 0xC8, 0x184, 1),
79 SCRIPT_WALK(2, 0x98, 0x1BC, 1),
81 SCRIPT_WALK(2, 0x91, 0x1C0, 1),
83 SCRIPT_POSE(2, 1, 3),
84 SCRIPT_WAIT(0x1E),
85 SCRIPT_WALK(2, 0x51, 0x1A0, 3),
87 SCRIPT_FOLLOW(1, 0x3E),
88 SCRIPT_POSE(2, 1, 5),
89 SCRIPT_POSE(0x3E, 2, 1),
90 SCRIPT_WAIT(0x1E),
91 SCRIPT_PLACE(0x185, 0x100, 0x1C8),
92 SCRIPT_POSE(0x185, 0x56, 1),
93 SCRIPT_WAIT(0x3C),
94 SCRIPT_WALK(2, 0x100, 0x149, 5),
95 SCRIPT_POSE(0x185, 0x56, 1),
96 SCRIPT_WAIT_ANIM(0x185),
97 SCRIPT_WAIT(0x1E),
98 SCRIPT_LEAVE(0x22E, 0x350, 0x230, 7),
100};
102 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
103 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
104 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
105 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
106 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
107 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
108 { 0x140, 0x100, 0x162, 0x100, 0x88, 0, 0x150, 0x1FF },
109 { 0x140, 0x100, 0x172, 0x100, 0xC8, 0, 0x160, 0x1FF },
110 { 0x140, 0x100, 0x17A, 0x100, 0xE8, 0, 0x170, 0x1FF },
111};
116 { NULL, NULL, 0x6E },
117 { NULL, NULL, 0 },
118};
120 { actor1Talk0Conditions, NULL, 0x6E },
122 { NULL, NULL, 0 },
123};
125 { NULL, NULL, 0x111 },
126 { NULL, NULL, 0 },
127};
129 { NULL, NULL, 0x110 },
130 { NULL, NULL, 0 },
131};
133 { NULL, NULL, 0x6E },
134 { NULL, NULL, 0 },
135};
137 { NULL, NULL, 0x6E },
138 { NULL, NULL, 0 },
139};
141 { NULL, NULL, 0x6E },
142 { NULL, NULL, 0 },
143};
145 { NULL, NULL, 0x6E },
146 { NULL, NULL, 0 },
147};
149 { NULL, NULL, 0x6E },
150 { NULL, NULL, 0 },
151};
153 { NULL, NULL, 0x6E },
154 { NULL, NULL, 0 },
155};
157 { NULL, NULL, 0x6E },
158 { NULL, NULL, 0 },
159};
161 { NULL, NULL, 0x16F },
162 { NULL, NULL, 0 },
163};
165 { NULL, NULL, 0x16F },
166 { NULL, NULL, 0 },
167};
169 { NULL, NULL, 0x16F },
170 { NULL, NULL, 0 },
171};
215 &actor0,
216 &actor1,
217 &actor2,
218 &actor3,
219 &actor4,
220 &actor5,
221 &actor6,
222 &actor7,
223 &actor8,
224 &actor9,
225 &actor10,
226 &actor11,
227 &actor12,
228 &actor13,
229 &actor14,
230 NULL,
231};
233 { 1, 0, 0xD0, 2, 0x32, 0, 0, 0, 0, 0, 51, 95, 0, 0 },
234 { 1, 0, 0xD0, 2, 0x32, 0, 0, 0, 0, 0, 300, 55, 0, 0 },
235 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
236};
238 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x22E, 0x350, 0x230, 7, 0, 0, 0 },
239 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
240};
241void (*stageFuncs[])(void) = {
243};
245 { 950, script950, EVENT_TEXT(0x2D), NULL, NULL },
246 { -1, NULL, 0, NULL, NULL },
247};
#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 SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
Definition field_map.h:171
#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_GALE_TOWER
ENV_0008: the Gale Tower.
Definition sound.h:124
#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_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
Definition story.h:1031
#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_AGUMON_SUITS
WSTAG380 (Divermon's Lake), event 205: the Mischievous Mat, caught in his Etemon Suit,...
Definition story.h:52
@ 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 SPECIAL_STORY_ZANBAMON_DRIVEN_OFF_TO_AGUMON_DISGUISE
GAME.progress is from STORY_ZANBAMON_DRIVEN_OFF to STORY_AGUMON_DISGUISE (PROGRESS_RANGES[0x1E])
Definition story.h:1953
#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 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_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 actor1Conditions[]
Definition wstag435.c:173
FieldActorEntry actor0
Definition wstag435.c:199
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag435.c:241
FieldActorEntry actor6
Definition wstag435.c:205
u16 actor11Conditions[]
Definition wstag435.c:191
FieldTalk actor2Talks[]
Definition wstag435.c:124
u16 actor10Conditions[]
Definition wstag435.c:190
FieldTalk actor5Talks[]
Definition wstag435.c:136
FieldActorEntry actor5
Definition wstag435.c:204
u16 actor1Talk1Conditions[]
Definition wstag435.c:113
FieldActorEntry actor2
Definition wstag435.c:201
u16 actor9Conditions[]
Definition wstag435.c:189
FieldActorEntry * stageActors[]
Definition wstag435.c:214
FieldTalk actor1Talks[]
Definition wstag435.c:119
u16 actor13Conditions[]
Definition wstag435.c:193
u16 actor1Talk0Conditions[]
Definition wstag435.c:112
FieldTalk actor0Talks[]
Definition wstag435.c:115
#define STAGE_ARCHIVE
Definition wstag435.c:20
FieldActorEntry actor10
Definition wstag435.c:209
FieldTalk actor4Talks[]
Definition wstag435.c:132
u16 actor4Conditions[]
Definition wstag435.c:184
FieldActorEntry actor4
Definition wstag435.c:203
u16 actor3Conditions[]
Definition wstag435.c:179
FieldTalk actor11Talks[]
Definition wstag435.c:160
FieldActorEntry actor8
Definition wstag435.c:207
ActorImage stageImages[]
Definition wstag435.c:101
u16 actor1Talk1Actions[]
Definition wstag435.c:114
FieldTalk actor6Talks[]
Definition wstag435.c:140
void setupStage(void)
Sets the stage up: its map, actors and events, playing the ambience ENV_0008.
Definition wstag435.c:23
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag435.c:232
FieldActorEntry actor9
Definition wstag435.c:208
u16 actor8Conditions[]
Definition wstag435.c:188
u16 actor5Conditions[]
Definition wstag435.c:185
FieldTalk actor10Talks[]
Definition wstag435.c:156
FieldTalk actor3Talks[]
Definition wstag435.c:128
FieldTalk actor9Talks[]
Definition wstag435.c:152
FieldActorEntry actor12
Definition wstag435.c:211
u16 actor6Conditions[]
Definition wstag435.c:186
u16 actor14Conditions[]
Definition wstag435.c:194
FieldActorEntry actor7
Definition wstag435.c:206
StageSlot stageSlots[]
Definition wstag435.c:237
FieldActorEntry actor13
Definition wstag435.c:212
FieldActorEntry actor11
Definition wstag435.c:210
FieldActorEntry actor1
Definition wstag435.c:200
FieldTalk actor13Talks[]
Definition wstag435.c:168
#define STAGE_FILE
Definition wstag435.c:19
u16 actor7Conditions[]
Definition wstag435.c:187
u16 actor2Conditions[]
Definition wstag435.c:178
FieldTalk actor7Talks[]
Definition wstag435.c:144
#define STAGE_TEXT
Definition wstag435.c:17
FieldTalk actor8Talks[]
Definition wstag435.c:148
FieldTalk actor12Talks[]
Definition wstag435.c:164
s16 script950[]
Definition wstag435.c:42
FieldActorEntry actor3
Definition wstag435.c:202
FieldActorEntry actor14
Definition wstag435.c:213
FieldEvent stageEvents[]
Definition wstag435.c:244
u16 actor12Conditions[]
Definition wstag435.c:192
u16 actor0Conditions[]
Definition wstag435.c:172