Digimon World 3 decomp
The European version, SLES_039.36
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wstag466.c
Go to the documentation of this file.
1/*
2 * WSTAG466: Tranquil Swamp, South Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG465.
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 0x5A2
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
18#define STAGE_FILE 0x5B2
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) };
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, 0x176, 0x149, 0xD8, 0x49, 0x150, 0x1FF },
105 { 0x140, 0x100, 0x176, 0x171, 0xD8, 0x71, 0x170, 0x1FF },
106 { 0x140, 0x100, 0x176, 0x199, 0xD8, 0x99, 0x140, 0x1FE },
107};
114 FLAG(0, 0), 1,
115 PARTY_STAT(5), 1,
116 PARTY_STAT(8), 1,
118 CODES_END,
119};
122 FLAG(0, 0), 1,
123 PARTY_STAT(5), 1,
124 PARTY_STAT(8), 1,
126 CODES_END,
127};
131u16 actor2Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(9), 1, FLAG(0xE, 0x43), 0, CODES_END };
132u16 actor2Talk2Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x43), 1, CODES_END };
134 FLAG(0, 0), 1,
135 PARTY_STAT(9), 1,
136 FLAG(0xE, 0x43), 1,
137 PARTY_STAT(0xB), 0,
138 CODES_END,
139};
141 FLAG(0, 0), 1,
142 PARTY_STAT(9), 1,
143 FLAG(0xE, 0x43), 1,
144 PARTY_STAT(0xB), 1,
145 CODES_END,
146};
154 { NULL, NULL, 0xEA },
155 { NULL, NULL, 0 },
156};
180 { NULL, NULL, 0x24B },
181 { NULL, NULL, 0 },
182};
184 { NULL, NULL, 0xE9 },
185 { NULL, NULL, 0 },
186};
188 { NULL, NULL, 0xEB },
189 { NULL, NULL, 0 },
190};
197 ITEM(0, 0x192), 1,
200 ITEM(0, 0x14), 0,
201 CODES_END,
202};
204 ITEM(0, 0x192), 1,
207 ITEM(0, 0x14), 1,
208 CODES_END,
209};
235 &actor0,
236 &actor1,
237 &actor2,
238 &actor3,
239 &actor4,
240 &actor5,
241 &actor6,
242 NULL,
243};
245 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 1100, 594, 0, 0 },
246 { 1, 0, 0x40, 2, 0x12, 0, 0, 0, 0, 0, 1107, 563, 0, 0 },
247 { 1, 0, 0x40, 2, 0x13, 0, 0, 0, 0, 0, 1187, 603, 0, 0 },
248 { 1, 0, 0x40, 2, 0x14, 0, 0, 0, 0, 0, 545, 152, 0, 0 },
249 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 273, 403, 0, 0 },
250 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 799, 391, 0, 0 },
251 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 1031, 584, 0, 0 },
252 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 101, 298, 0, 0 },
253 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 401, 382, 0, 0 },
254 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 429, 522, 0, 0 },
255 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 534, 322, 0, 0 },
256 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 619, 484, 0, 0 },
257 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 821, 283, 0, 0 },
258 { 1, 0, 0x40, 6, 0x15, 0, 0, 0, 0, 0, 185, 274, 0, 0 },
259 { 1, 0, 0x40, 6, 0x16, 0, 0, 0, 0, 0, 233, 298, 0, 0 },
260 { 1, 0, 0x40, 6, 0x17, 0, 0, 0, 0, 0, 281, 322, 0, 0 },
261 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 1072, 384, 422, 0 },
262 { 1, 0, 0x40, 4, 0xB, 0, 0, 0, 0, 0, 1104, 368, 412, 0 },
263 { 1, 0, 0x40, 4, 0xC, 0, 0, 0, 0, 0, 1120, 368, 404, 0 },
264 { 1, 0, 0x40, 4, 0xD, 0, 0, 0, 0, 0, 1136, 368, 396, 0 },
265 { 1, 0, 0x40, 4, 0xE, 0, 0, 0, 0, 0, 1152, 352, 389, 0 },
266 { 1, 0, 0x40, 4, 0xF, 0, 0, 0, 0, 0, 1168, 352, 381, 0 },
267 { 1, 0, 0x40, 4, 0x10, 0, 0, 0, 0, 0, 400, 144, 191, 0 },
268 { 1, 0, 0x40, 4, 0x11, 0, 0, 0, 0, 0, 384, 160, 197, 0 },
269 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 446, 290, 318, 0 },
270 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 766, 258, 287, 0 },
271 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 486, 160, 189, 0 },
272 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 1099, 491, 511, 0 },
273 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 207, 286, 286, 0 },
274 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 255, 310, 310, 0 },
275 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 303, 334, 334, 0 },
276 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 735, 581, 581, 0 },
277 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 799, 581, 581, 0 },
278 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 864, 470, 470, 0 },
279 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 912, 446, 446, 0 },
280 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 960, 422, 422, 0 },
281 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
282};
284 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A2, 0x340, 0x90, 7, 0, 0, 0 },
285 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A6, 0xA8, 0x132, 5, 0, 0, 0 },
286 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A5, 0x1F2, 0x164, 3, 0, 0, 0 },
287 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFD0, 0x38, 0, 0, 0, 0, 0 },
288 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x48, 0, 0, 0, 0, 0 },
289 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x30, 0x38, 0, 0, 0, 0, 0 },
290 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0xFFF0, 0, 0, 0, 0, 0 },
291 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x38, 0xFFF8, 0, 0, 0, 0, 0 },
292 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
293};
294void (*stageFuncs[])(void) = {
296};
#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 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 FLAG_TRANQUIL_SWAMP_TROOPER_FOUGHT
wstag466 (Tranquil Swamp): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:908
#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 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 wstag466.c:196
AreaBattle area2Battle7
Definition wstag466.c:75
FieldActorEntry actor0
Definition wstag466.c:227
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag466.c:294
FieldActorEntry actor6
Definition wstag466.c:233
FieldTalk actor2Talks[]
Definition wstag466.c:165
AreaBattle area2Battle6
Definition wstag466.c:74
u16 actor2Talk1Conditions[]
Definition wstag466.c:130
FieldTalk actor5Talks[]
Definition wstag466.c:183
AreaBattle area1Battle6
Definition wstag466.c:61
u16 actor1Talk3Actions[]
Definition wstag466.c:120
FieldActorEntry actor5
Definition wstag466.c:232
u16 actor1Talk2Actions[]
Definition wstag466.c:112
u16 actor1Talk1Conditions[]
Definition wstag466.c:110
AreaBattle area0Battle7
Definition wstag466.c:49
FieldActorEntry actor2
Definition wstag466.c:229
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag466.c:8
u16 actor3Talk0Conditions[]
Definition wstag466.c:148
AreaBattle area3Battle4
Definition wstag466.c:85
AreaBattle area3Battle3
Definition wstag466.c:84
AreaBattle area0Battle1
Definition wstag466.c:43
AreaBattle area2Battle0
Definition wstag466.c:68
FieldActorEntry * stageActors[]
Definition wstag466.c:234
u16 actor2Talk3Conditions[]
Definition wstag466.c:133
AreaBattle area1Battle2
Definition wstag466.c:57
u16 actor2Talk4Actions[]
Definition wstag466.c:147
AreaBattle area3Battle0
Definition wstag466.c:81
AreaBattle area0Battle6
Definition wstag466.c:48
FieldTalk actor1Talks[]
Definition wstag466.c:157
AreaBattle area3Battle2
Definition wstag466.c:83
u16 actor1Talk0Conditions[]
Definition wstag466.c:108
FieldTalk actor0Talks[]
Definition wstag466.c:153
AreaBattle area3Battle1
Definition wstag466.c:82
AreaBattle area0Battle3
Definition wstag466.c:45
u16 actor3Talk2Conditions[]
Definition wstag466.c:151
u16 actor3Talk1Conditions[]
Definition wstag466.c:149
u16 actor2Talk0Actions[]
Definition wstag466.c:129
FieldTalk actor4Talks[]
Definition wstag466.c:179
u16 actor4Conditions[]
Definition wstag466.c:216
FieldActorEntry actor4
Definition wstag466.c:231
u16 actor3Conditions[]
Definition wstag466.c:210
u16 actor2Talk2Conditions[]
Definition wstag466.c:131
AreaBattle area3Battle6
Definition wstag466.c:87
ActorImage stageImages[]
Definition wstag466.c:97
FieldTalk actor6Talks[]
Definition wstag466.c:187
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0012.
Definition wstag466.c:21
AreaBattle area2Battle4
Definition wstag466.c:72
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag466.c:244
u16 actor5Conditions[]
Definition wstag466.c:221
FieldTalk actor3Talks[]
Definition wstag466.c:173
u16 actor3Talk1Actions[]
Definition wstag466.c:150
BattleList area3Battles
Definition wstag466.c:89
u16 actor3Talk2Actions[]
Definition wstag466.c:152
AreaBattle area3Battle5
Definition wstag466.c:86
AreaBattle area0Battle5
Definition wstag466.c:47
BattleList area1Battles
Definition wstag466.c:63
BattleList area2Battles
Definition wstag466.c:76
u16 actor2Talk0Conditions[]
Definition wstag466.c:128
AreaBattle area1Battle4
Definition wstag466.c:59
u16 actor2Talk2Actions[]
Definition wstag466.c:132
u16 actor6Conditions[]
Definition wstag466.c:226
AreaBattle area2Battle2
Definition wstag466.c:70
AreaBattle area1Battle5
Definition wstag466.c:60
StageSlot stageSlots[]
Definition wstag466.c:283
AreaBattle area2Battle1
Definition wstag466.c:69
u16 actor1Talk0Actions[]
Definition wstag466.c:109
AreaBattle area1Battle3
Definition wstag466.c:58
AreaBattle area1Battle0
Definition wstag466.c:55
u16 actor1Talk2Conditions[]
Definition wstag466.c:111
FieldActorEntry actor1
Definition wstag466.c:228
AreaBattle area0Battle0
Definition wstag466.c:42
AreaBattle area0Battle2
Definition wstag466.c:44
#define STAGE_FILE
Definition wstag466.c:18
AreaBattle area2Battle5
Definition wstag466.c:73
AreaBattle area1Battle1
Definition wstag466.c:56
AreaBattle area2Battle3
Definition wstag466.c:71
u16 actor2Conditions[]
Definition wstag466.c:203
AreaBattle area0Battle4
Definition wstag466.c:46
#define STAGE_TEXT
Definition wstag466.c:17
u16 actor2Talk4Conditions[]
Definition wstag466.c:140
AreaBattle area3Battle7
Definition wstag466.c:88
u16 actor1Talk4Conditions[]
Definition wstag466.c:121
BattleList area0Battles
Definition wstag466.c:50
AreaBattle area1Battle7
Definition wstag466.c:62
FieldActorEntry actor3
Definition wstag466.c:230
FieldBattles stageBattles[]
Definition wstag466.c:94
u16 actor1Talk3Conditions[]
Definition wstag466.c:113
u16 actor0Conditions[]
Definition wstag466.c:191