Digimon World 3 decomp
The European version, SLES_039.36
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wstag456.c
Go to the documentation of this file.
1/*
2 * WSTAG456: Bios Swamp, South Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG455.
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 0x6D9
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
18#define STAGE_FILE 0x6E9
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) };
81AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle5 = { 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, 0x164, 0x18D, 0x90, 0x8D, 0x150, 0x1FF },
105 { 0x140, 0x100, 0x16C, 0x18D, 0xB0, 0x8D, 0x160, 0x1FF },
106 { 0x140, 0x100, 0x164, 0x1B5, 0x90, 0xB5, 0x170, 0x1FF },
107 { 0x140, 0x100, 0x16C, 0x1B5, 0xB0, 0xB5, 0x140, 0x1FE },
108 { 0x140, 0x100, 0x174, 0x1BD, 0xD0, 0xBD, 0x150, 0x1FE },
109 { 0x140, 0x100, 0x140, 0x1C0, 0, 0xC0, 0x160, 0x1FE },
110};
112 { NULL, NULL, 0xE1 },
113 { NULL, NULL, 0 },
114};
116 { NULL, NULL, 0xE4 },
117 { NULL, NULL, 0 },
118};
120 { NULL, NULL, 0xE7 },
121 { NULL, NULL, 0 },
122};
124 { NULL, NULL, 0xE6 },
125 { NULL, NULL, 0 },
126};
128 { NULL, NULL, 0xE8 },
129 { NULL, NULL, 0 },
130};
132 { NULL, NULL, 0xE0 },
133 { NULL, NULL, 0 },
134};
136 { NULL, NULL, 0xE2 },
137 { NULL, NULL, 0 },
138};
140 { NULL, NULL, 0xE3 },
141 { NULL, NULL, 0 },
142};
144 { NULL, NULL, 0xE5 },
145 { NULL, NULL, 0 },
146};
190 &actor0,
191 &actor1,
192 &actor2,
193 &actor3,
194 &actor4,
195 &actor5,
196 &actor6,
197 &actor7,
198 &actor8,
199 NULL,
200};
202 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 250, 247, 0, 0 },
203 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 267, 357, 0, 0 },
204 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 506, 695, 0, 0 },
205 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 534, 116, 0, 0 },
206 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 1103, 550, 0, 0 },
207 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 1245, 347, 0, 0 },
208 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 147, 165, 0, 0 },
209 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 515, 288, 0, 0 },
210 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 593, 453, 0, 0 },
211 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 705, 666, 0, 0 },
212 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 769, 258, 0, 0 },
213 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 913, 605, 0, 0 },
214 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 1003, 377, 0, 0 },
215 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 1089, 108, 0, 0 },
216 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 979, 425, 436, 0 },
217 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 674, 460, 490, 0 },
218 { 1, 0, 0xDA, 4, 0, 0, 0, 0, 0, 0, 923, 72, 210, 0 },
219 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 392, 185, 185, 0 },
220 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 481, 549, 549, 0 },
221 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 545, 613, 613, 0 },
222 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 817, 189, 189, 0 },
223 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 865, 165, 165, 0 },
224 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
225};
227 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A2, 0x570, 0x3B8, 3, 0, 0, 0 },
228 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x48, 0xFFEC, 0, 0, 0, 0, 0 },
229 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
230};
231void (*stageFuncs[])(void) = {
233};
#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_GAUGE
the gauge game
Definition field_map.h:261
#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 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 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_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
@ 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 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 wstag456.c:152
AreaBattle area2Battle7
Definition wstag456.c:75
FieldActorEntry actor0
Definition wstag456.c:180
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag456.c:231
FieldActorEntry actor6
Definition wstag456.c:186
FieldTalk actor2Talks[]
Definition wstag456.c:119
AreaBattle area2Battle6
Definition wstag456.c:74
FieldTalk actor5Talks[]
Definition wstag456.c:131
AreaBattle area1Battle6
Definition wstag456.c:61
FieldActorEntry actor5
Definition wstag456.c:185
AreaBattle area0Battle7
Definition wstag456.c:49
FieldActorEntry actor2
Definition wstag456.c:182
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag456.c:8
AreaBattle area3Battle4
Definition wstag456.c:85
AreaBattle area3Battle3
Definition wstag456.c:84
AreaBattle area0Battle1
Definition wstag456.c:43
AreaBattle area2Battle0
Definition wstag456.c:68
FieldActorEntry * stageActors[]
Definition wstag456.c:189
AreaBattle area1Battle2
Definition wstag456.c:57
AreaBattle area3Battle0
Definition wstag456.c:81
AreaBattle area0Battle6
Definition wstag456.c:48
FieldTalk actor1Talks[]
Definition wstag456.c:115
AreaBattle area3Battle2
Definition wstag456.c:83
FieldTalk actor0Talks[]
Definition wstag456.c:111
AreaBattle area3Battle1
Definition wstag456.c:82
AreaBattle area0Battle3
Definition wstag456.c:45
FieldTalk actor4Talks[]
Definition wstag456.c:127
u16 actor4Conditions[]
Definition wstag456.c:167
FieldActorEntry actor4
Definition wstag456.c:184
u16 actor3Conditions[]
Definition wstag456.c:162
AreaBattle area3Battle6
Definition wstag456.c:87
FieldActorEntry actor8
Definition wstag456.c:188
ActorImage stageImages[]
Definition wstag456.c:97
FieldTalk actor6Talks[]
Definition wstag456.c:135
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0012.
Definition wstag456.c:21
AreaBattle area2Battle4
Definition wstag456.c:72
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag456.c:201
u16 actor8Conditions[]
Definition wstag456.c:179
u16 actor5Conditions[]
Definition wstag456.c:168
FieldTalk actor3Talks[]
Definition wstag456.c:123
BattleList area3Battles
Definition wstag456.c:89
AreaBattle area3Battle5
Definition wstag456.c:86
AreaBattle area0Battle5
Definition wstag456.c:47
BattleList area1Battles
Definition wstag456.c:63
BattleList area2Battles
Definition wstag456.c:76
AreaBattle area1Battle4
Definition wstag456.c:59
u16 actor6Conditions[]
Definition wstag456.c:173
AreaBattle area2Battle2
Definition wstag456.c:70
AreaBattle area1Battle5
Definition wstag456.c:60
FieldActorEntry actor7
Definition wstag456.c:187
StageSlot stageSlots[]
Definition wstag456.c:226
AreaBattle area2Battle1
Definition wstag456.c:69
AreaBattle area1Battle3
Definition wstag456.c:58
AreaBattle area1Battle0
Definition wstag456.c:55
FieldActorEntry actor1
Definition wstag456.c:181
AreaBattle area0Battle0
Definition wstag456.c:42
AreaBattle area0Battle2
Definition wstag456.c:44
#define STAGE_FILE
Definition wstag456.c:18
AreaBattle area2Battle5
Definition wstag456.c:73
AreaBattle area1Battle1
Definition wstag456.c:56
u16 actor7Conditions[]
Definition wstag456.c:174
AreaBattle area2Battle3
Definition wstag456.c:71
u16 actor2Conditions[]
Definition wstag456.c:157
FieldTalk actor7Talks[]
Definition wstag456.c:139
AreaBattle area0Battle4
Definition wstag456.c:46
#define STAGE_TEXT
Definition wstag456.c:17
FieldTalk actor8Talks[]
Definition wstag456.c:143
AreaBattle area3Battle7
Definition wstag456.c:88
BattleList area0Battles
Definition wstag456.c:50
AreaBattle area1Battle7
Definition wstag456.c:62
FieldActorEntry actor3
Definition wstag456.c:183
FieldBattles stageBattles[]
Definition wstag456.c:94
u16 actor0Conditions[]
Definition wstag456.c:147