Digimon World 3 decomp
The European version, SLES_039.36
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wstag446.c
Go to the documentation of this file.
1/*
2 * WSTAG446: Bulk Swamp, South Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG445.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
9
12
13#if VERSION_US || VERSION_JP
14#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
15#define STAGE_FILE 0x596
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
18#define STAGE_FILE 0x5A6
19#endif
20/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0012 */
41
55AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
61AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
62AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
88AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
98 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
99 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
100 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
101 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
102 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
103 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
104 { 0x140, 0x100, 0x16E, 0x170, 0xB8, 0x70, 0x150, 0x1FF },
105 { 0x140, 0x100, 0x166, 0x13E, 0x98, 0x3E, 0x160, 0x1FF },
106 { 0x140, 0x100, 0x16E, 0x148, 0xB8, 0x48, 0x170, 0x1FF },
107 { 0x140, 0x100, 0x176, 0x148, 0xD8, 0x48, 0x140, 0x1FE },
108 { 0x140, 0x100, 0x166, 0x166, 0x98, 0x66, 0x150, 0x1FE },
109};
116 FLAG(0, 0), 1,
117 PARTY_STAT(5), 1,
118 PARTY_STAT(8), 1,
120 CODES_END,
121};
124 FLAG(0, 0), 1,
125 PARTY_STAT(5), 1,
126 PARTY_STAT(8), 1,
128 CODES_END,
129};
133u16 actor3Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(9), 1, FLAG(0xE, 0x41), 0, CODES_END };
134u16 actor3Talk2Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x41), 1, CODES_END };
136 FLAG(0, 0), 1,
137 PARTY_STAT(9), 1,
138 FLAG(0xE, 0x41), 1,
139 PARTY_STAT(0xB), 0,
140 CODES_END,
141};
143 FLAG(0, 0), 1,
144 PARTY_STAT(9), 1,
145 FLAG(0xE, 0x41), 1,
146 PARTY_STAT(0xB), 1,
147 CODES_END,
148};
156 { NULL, NULL, 0xCD },
157 { NULL, NULL, 0 },
158};
160 { NULL, NULL, 0xCA },
161 { NULL, NULL, 0 },
162};
186 { NULL, NULL, 0x24B },
187 { NULL, NULL, 0 },
188};
190 { NULL, NULL, 0xCC },
191 { NULL, NULL, 0 },
192};
194 { NULL, NULL, 0xCE },
195 { NULL, NULL, 0 },
196};
198 { NULL, NULL, 0xC9 },
199 { NULL, NULL, 0 },
200};
202 { NULL, NULL, 0xCB },
203 { NULL, NULL, 0 },
204};
216 ITEM(0, 0x192), 1,
219 ITEM(0, 0x14), 0,
220 CODES_END,
221};
223 ITEM(0, 0x192), 1,
226 ITEM(0, 0x14), 1,
227 CODES_END,
228};
263 &actor0,
264 &actor1,
265 &actor2,
266 &actor3,
267 &actor4,
268 &actor5,
269 &actor6,
270 &actor7,
271 &actor8,
272 &actor9,
273 NULL,
274};
276 { 1, 0, 0x40, 2, 2, 0, 0, 0, 0, 0, 89, 30, 0, 0 },
277 { 1, 0, 0x40, 2, 2, 0, 0, 0, 0, 0, 694, 46, 0, 0 },
278 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 185, 413, 0, 0 },
279 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 428, 276, 0, 0 },
280 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 405, 484, 0, 0 },
281 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 706, 428, 0, 0 },
282 { 1, 0x64, 0x40, 6, 1, 0, 0, 0, 0, 0, 490, 108, 0, 0 },
283 { 1, 0, 0x58, 4, 0, 0, 0, 0, 0, 0, 464, 77, 161, 0 },
284 { 1, 0, 0x80, 4, 0xD, 0, 0, 0, 0, 0, 358, 119, 155, 0 },
285 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 223, 167, 167, 0 },
286 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 248, 140, 140, 0 },
287 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 295, 115, 115, 0 },
288 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 304, 151, 151, 0 },
289 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 599, 123, 123, 0 },
290 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 656, 313, 313, 0 },
291 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 690, 375, 375, 0 },
292 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
293};
295 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A2, 0x668, 0xB4, 1, 0, 0, 0 },
296 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A0, 0x190, 0x218, 3, 0x64, 0, 0 },
297 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
298};
299void (*stageFuncs[])(void) = {
301};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
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,...
Definition field_map.h:85
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#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_SWAMP
ENV_0012: the South Sector's swamps and Bulk Bridge.
Definition sound.h:128
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#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
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
#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_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 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 FLAG_BULK_SWAMP_TROOPER_FOUGHT
wstag446 (Bulk Swamp): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:902
#define SPECIAL_STORY_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
Definition story.h:1932
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
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
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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
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 wstag446.c:210
AreaBattle area2Battle7
Definition wstag446.c:75
FieldActorEntry actor0
Definition wstag446.c:252
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag446.c:299
FieldActorEntry actor6
Definition wstag446.c:258
FieldTalk actor2Talks[]
Definition wstag446.c:163
AreaBattle area2Battle6
Definition wstag446.c:74
u16 actor3Talk3Conditions[]
Definition wstag446.c:135
u16 actor2Talk1Conditions[]
Definition wstag446.c:112
u16 actor4Talk1Actions[]
Definition wstag446.c:152
u16 actor4Talk2Actions[]
Definition wstag446.c:154
u16 actor3Talk4Conditions[]
Definition wstag446.c:142
FieldTalk actor5Talks[]
Definition wstag446.c:185
AreaBattle area1Battle6
Definition wstag446.c:61
u16 actor3Talk4Actions[]
Definition wstag446.c:149
FieldActorEntry actor5
Definition wstag446.c:257
AreaBattle area0Battle7
Definition wstag446.c:49
FieldActorEntry actor2
Definition wstag446.c:254
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag446.c:8
u16 actor3Talk0Conditions[]
Definition wstag446.c:130
AreaBattle area3Battle4
Definition wstag446.c:85
AreaBattle area3Battle3
Definition wstag446.c:84
AreaBattle area0Battle1
Definition wstag446.c:43
AreaBattle area2Battle0
Definition wstag446.c:68
u16 actor9Conditions[]
Definition wstag446.c:251
FieldActorEntry * stageActors[]
Definition wstag446.c:262
u16 actor2Talk3Conditions[]
Definition wstag446.c:115
AreaBattle area1Battle2
Definition wstag446.c:57
AreaBattle area3Battle0
Definition wstag446.c:81
u16 actor4Talk1Conditions[]
Definition wstag446.c:151
AreaBattle area0Battle6
Definition wstag446.c:48
FieldTalk actor1Talks[]
Definition wstag446.c:159
AreaBattle area3Battle2
Definition wstag446.c:83
FieldTalk actor0Talks[]
Definition wstag446.c:155
AreaBattle area3Battle1
Definition wstag446.c:82
AreaBattle area0Battle3
Definition wstag446.c:45
u16 actor3Talk2Conditions[]
Definition wstag446.c:133
u16 actor3Talk1Conditions[]
Definition wstag446.c:132
u16 actor2Talk0Actions[]
Definition wstag446.c:111
FieldTalk actor4Talks[]
Definition wstag446.c:179
u16 actor4Conditions[]
Definition wstag446.c:229
FieldActorEntry actor4
Definition wstag446.c:256
u16 actor3Conditions[]
Definition wstag446.c:222
u16 actor2Talk2Conditions[]
Definition wstag446.c:113
AreaBattle area3Battle6
Definition wstag446.c:87
FieldActorEntry actor8
Definition wstag446.c:260
u16 actor2Talk3Actions[]
Definition wstag446.c:122
ActorImage stageImages[]
Definition wstag446.c:97
FieldTalk actor6Talks[]
Definition wstag446.c:189
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0012.
Definition wstag446.c:21
AreaBattle area2Battle4
Definition wstag446.c:72
u16 actor4Talk0Conditions[]
Definition wstag446.c:150
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag446.c:275
FieldActorEntry actor9
Definition wstag446.c:261
u16 actor8Conditions[]
Definition wstag446.c:246
u16 actor5Conditions[]
Definition wstag446.c:235
FieldTalk actor3Talks[]
Definition wstag446.c:171
FieldTalk actor9Talks[]
Definition wstag446.c:201
BattleList area3Battles
Definition wstag446.c:89
u16 actor3Talk2Actions[]
Definition wstag446.c:134
AreaBattle area3Battle5
Definition wstag446.c:86
AreaBattle area0Battle5
Definition wstag446.c:47
BattleList area1Battles
Definition wstag446.c:63
BattleList area2Battles
Definition wstag446.c:76
u16 actor2Talk0Conditions[]
Definition wstag446.c:110
AreaBattle area1Battle4
Definition wstag446.c:59
u16 actor2Talk2Actions[]
Definition wstag446.c:114
u16 actor6Conditions[]
Definition wstag446.c:240
AreaBattle area2Battle2
Definition wstag446.c:70
AreaBattle area1Battle5
Definition wstag446.c:60
FieldActorEntry actor7
Definition wstag446.c:259
StageSlot stageSlots[]
Definition wstag446.c:294
AreaBattle area2Battle1
Definition wstag446.c:69
AreaBattle area1Battle3
Definition wstag446.c:58
AreaBattle area1Battle0
Definition wstag446.c:55
FieldActorEntry actor1
Definition wstag446.c:253
AreaBattle area0Battle0
Definition wstag446.c:42
AreaBattle area0Battle2
Definition wstag446.c:44
#define STAGE_FILE
Definition wstag446.c:18
AreaBattle area2Battle5
Definition wstag446.c:73
AreaBattle area1Battle1
Definition wstag446.c:56
u16 actor7Conditions[]
Definition wstag446.c:245
AreaBattle area2Battle3
Definition wstag446.c:71
u16 actor2Conditions[]
Definition wstag446.c:215
FieldTalk actor7Talks[]
Definition wstag446.c:193
AreaBattle area0Battle4
Definition wstag446.c:46
#define STAGE_TEXT
Definition wstag446.c:17
u16 actor2Talk4Conditions[]
Definition wstag446.c:123
u16 actor3Talk0Actions[]
Definition wstag446.c:131
FieldTalk actor8Talks[]
Definition wstag446.c:197
AreaBattle area3Battle7
Definition wstag446.c:88
BattleList area0Battles
Definition wstag446.c:50
AreaBattle area1Battle7
Definition wstag446.c:62
u16 actor4Talk2Conditions[]
Definition wstag446.c:153
FieldActorEntry actor3
Definition wstag446.c:255
FieldBattles stageBattles[]
Definition wstag446.c:94
u16 actor0Conditions[]
Definition wstag446.c:205