Digimon World 3 decomp
The European version, SLES_039.36
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wstag470.c
Go to the documentation of this file.
1/*
2 * WSTAG470: Swamp Inn, South Sector.
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_06)
13#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
14#define STAGE_FILE 0x226
15#define STAGE_ARCHIVE 0x2C6
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
18#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
19#define STAGE_FILE 0x235
20#define STAGE_ARCHIVE 0x2D5
21#endif
22/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
41
43 SCRIPT_WALK(2, 0xA0, 0x148, 3),
44 SCRIPT_PLACE(0x15, 0x80, 0x138),
45 SCRIPT_POSE(0x15, 1, 7),
48 SCRIPT_POSE(2, 1, 3),
49 SCRIPT_WAIT(6),
50 SCRIPT_WAIT(0x1E),
51 SCRIPT_TALK(0, 1, 0x15, 0),
53 SCRIPT_WAIT(0x1E),
54 SCRIPT_POSE(0x15, 0x36, 7),
56 SCRIPT_WAIT_ANIM(0x15),
57 SCRIPT_POSE(0x15, 0x37, 7),
58 SCRIPT_WAIT(0x5A),
59 SCRIPT_LEAVE(0xC03, 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, 0x176, 0x195, 0xD8, 0x95, 0x170, 0x1FF },
70 { 0x180, 0x100, 0x1B2, 0x173, 0x1C8, 0x73, 0x170, 0x1FE },
71 { 0x180, 0x100, 0x1B4, 0x147, 0x1D0, 0x47, 0x170, 0x1FD },
72 { 0x180, 0x100, 0x1B0, 0x1A3, 0x1C0, 0xA3, 0x170, 0x1FC },
73 { 0, 0, 0, 0, 0, 0, 0, 0 },
74};
78u16 actor0Talk1Actions[] = { 0x7A21, 1, CODES_END };
99 { NULL, NULL, 0x21 },
100 { NULL, NULL, 0 },
101};
103 { NULL, NULL, 0x111 },
104 { NULL, NULL, 0 },
105};
107 { NULL, NULL, 0x112 },
108 { NULL, NULL, 0 },
109};
111 { NULL, NULL, 0x113 },
112 { NULL, NULL, 0 },
113};
115 { NULL, NULL, 0x114 },
116 { NULL, NULL, 0 },
117};
119 { NULL, NULL, 0x115 },
120 { NULL, NULL, 0 },
121};
123 { NULL, NULL, 0x116 },
124 { NULL, NULL, 0 },
125};
127 { NULL, NULL, 0x118 },
128 { NULL, NULL, 0 },
129};
131 { NULL, NULL, 0x119 },
132 { NULL, NULL, 0 },
133};
135 { NULL, NULL, 0x11A },
136 { NULL, NULL, 0 },
137};
139 { NULL, NULL, 0x117 },
140 { NULL, NULL, 0 },
141};
143 { NULL, NULL, 0x117 },
144 { NULL, NULL, 0 },
145};
147 { NULL, NULL, 0x21 },
148 { NULL, NULL, 0 },
149};
151 { actor16Talk0Conditions, NULL, 0x115 },
152 { actor16Talk1Conditions, NULL, 0x55 },
153 { NULL, NULL, 0 },
154};
157 { actor17Talk1Conditions, NULL, 0x329 },
158 { NULL, NULL, 0 },
159};
179FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 357, 278, 7 };
180FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 128, 312, 7 };
181FieldActorEntry actor2 = { NULL, NULL, 0x78, 6, 368, 232, 5 };
197FieldActorEntry actor18 = { NULL, NULL, 0xDB, 8, 368, 296, 7 };
199 &actor0,
200 &actor1,
201 &actor2,
202 &actor3,
203 &actor4,
204 &actor5,
205 &actor6,
206 &actor7,
207 &actor8,
208 &actor9,
209 &actor10,
210 &actor11,
211 &actor12,
212 &actor13,
213 &actor14,
214 &actor15,
215 &actor16,
216 &actor17,
217 &actor18,
218 NULL,
219};
221 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 249, 225, 0, 0 },
222 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 311, 194, 0, 0 },
223 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 472, 215, 0, 0 },
224 { 1, 0, 0x40, 2, 0x33, 2, 0, 3, 6, 0, 193, 297, 0, 0 },
225 { 1, 0, 0x40, 2, 0x33, 2, 0, 3, 6, 0, 257, 265, 0, 0 },
226 { 1, 0, 0xFF, 2, 0xD, 0, 0, 0, 0, 0, 133, 187, 0, 0 },
227 { 1, 0, 0xFF, 2, 0xD, 0, 0, 0, 0, 0, 277, 116, 0, 0 },
228 { 1, 0, 0xFF, 2, 0xE, 0, 0, 0, 0, 0, 421, 44, 0, 0 },
229 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 265, 384, 412, 0 },
230 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 367, 333, 361, 0 },
231 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 288, 299, 318, 0 },
232 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 288, 305, 327, 0 },
233 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 306, 299, 320, 0 },
234 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 321, 290, 311, 0 },
235 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 338, 282, 303, 0 },
236 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 356, 275, 295, 0 },
237 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 370, 266, 287, 0 },
238 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 386, 258, 279, 0 },
239 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 402, 250, 271, 0 },
240 { 1, 0, 0x40, 4, 0xB, 0, 0, 0, 0, 0, 418, 242, 263, 0 },
241 { 1, 0, 0x40, 4, 0xC, 0, 0, 0, 0, 0, 434, 235, 255, 0 },
242 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
243};
245 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x237, 0x1BE, 0xBA, 7, 0, 0, 0 },
246 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x243, 0xC0, 0, 0, 0, 0 },
247 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x252, 0x116, 0, 0, 0, 0 },
248 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 3, 0xB1, 0x149, 0, 0, 0, 0 },
249 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 3, 0xC0, 0x17E, 0, 0, 0, 0 },
250 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
251};
252void (*stageFuncs[])(void) = {
254};
256 { 1215, script1215, EVENT_TEXT(0x12), NULL, NULL },
257 { -1, NULL, 0, NULL, NULL },
258};
#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 SLOT_CLIMB_UP
Definition field_map.h:256
#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 SLOT_CLIMB_DOWN
Definition field_map.h:257
#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 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_BULBMON_FOUND
WSTAG520 (Suzaku Hall), event 695: another earthquake; Bulbmon digs the holes.
Definition story.h:103
@ STORY_AGUMON_SUITS
WSTAG380 (Divermon's Lake), event 205: the Mischievous Mat, caught in his Etemon Suit,...
Definition story.h:52
@ STORY_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85
@ STORY_SEPIKMON_MASK_LOST
WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his ...
Definition story.h:49
@ STORY_ZANBAMON_DRIVEN_OFF
WSTAG475 (Shaman House), event 230: the Smelly Herb drives Zanbamon off the way.
Definition story.h:55
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ 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_SOUTH_STATION_GHOST
WSTAG440 (South Station), event 152: a ghost's voice in the empty station.
Definition story.h:45
@ STORY_CODE_PASSES_NEEDED
WSTAG685, event 690: Leader Chuck says stopping Knightmon takes the four City Leaders' Code Passes.
Definition story.h:100
#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_KEITH_NICK_SEARCH_STARTED
wstag620 Secret Room: set after event 540; then Lisa says "Find Keith and Nick" and people in 10 stag...
Definition story.h:1188
#define FLAG_SWAMP_INN_SEPIKMON_HINT_TALKED
wstag470 Swamp Inn: Gatomon says Sepikmon of the Shaman House could stop Zanbamon but is missing; let...
Definition story.h:1257
#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_INN_GATOMON_TALKED
Inns (wstag235/360/425/470): Gatomon says they manage the Inn once; set there, later talks differ.
Definition story.h:1025
#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_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 actor0Talk0Actions[]
Definition wstag470.c:76
FieldActorEntry actor0
Definition wstag470.c:179
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag470.c:252
FieldActorEntry actor6
Definition wstag470.c:185
u16 actor11Conditions[]
Definition wstag470.c:172
u16 actor0Talk0Conditions[]
Definition wstag470.c:75
u16 actor0Talk1Conditions[]
Definition wstag470.c:77
u16 actor10Conditions[]
Definition wstag470.c:171
FieldActorEntry actor17
Definition wstag470.c:196
FieldTalk actor14Talks[]
Definition wstag470.c:142
FieldActorEntry actor18
Definition wstag470.c:197
FieldTalk actor5Talks[]
Definition wstag470.c:106
s16 script1215[]
Definition wstag470.c:42
FieldActorEntry actor5
Definition wstag470.c:184
u16 actor1Talk1Conditions[]
Definition wstag470.c:81
FieldActorEntry actor2
Definition wstag470.c:181
u16 actor9Conditions[]
Definition wstag470.c:170
FieldActorEntry * stageActors[]
Definition wstag470.c:198
u16 actor0Talk1Actions[]
Definition wstag470.c:78
u16 actor17Talk1Conditions[]
Definition wstag470.c:87
FieldTalk actor1Talks[]
Definition wstag470.c:93
u16 actor13Conditions[]
Definition wstag470.c:174
u16 actor17Talk0Conditions[]
Definition wstag470.c:85
u16 actor1Talk0Conditions[]
Definition wstag470.c:79
FieldTalk actor0Talks[]
Definition wstag470.c:88
#define STAGE_ARCHIVE
Definition wstag470.c:20
FieldActorEntry actor10
Definition wstag470.c:189
FieldTalk actor4Talks[]
Definition wstag470.c:102
u16 actor4Conditions[]
Definition wstag470.c:161
FieldActorEntry actor4
Definition wstag470.c:183
u16 actor3Conditions[]
Definition wstag470.c:160
FieldTalk actor17Talks[]
Definition wstag470.c:155
FieldTalk actor11Talks[]
Definition wstag470.c:130
FieldActorEntry actor8
Definition wstag470.c:187
ActorImage stageImages[]
Definition wstag470.c:62
u16 actor1Talk1Actions[]
Definition wstag470.c:82
FieldTalk actor6Talks[]
Definition wstag470.c:110
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag470.c:23
u16 actor16Conditions[]
Definition wstag470.c:177
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag470.c:220
u16 actor16Talk1Conditions[]
Definition wstag470.c:84
FieldActorEntry actor9
Definition wstag470.c:188
u16 actor8Conditions[]
Definition wstag470.c:165
u16 actor5Conditions[]
Definition wstag470.c:162
FieldTalk actor10Talks[]
Definition wstag470.c:126
FieldTalk actor3Talks[]
Definition wstag470.c:98
FieldTalk actor9Talks[]
Definition wstag470.c:122
FieldTalk actor15Talks[]
Definition wstag470.c:146
FieldActorEntry actor15
Definition wstag470.c:194
FieldActorEntry actor12
Definition wstag470.c:191
FieldActorEntry actor16
Definition wstag470.c:195
u16 actor15Conditions[]
Definition wstag470.c:176
u16 actor6Conditions[]
Definition wstag470.c:163
u16 actor14Conditions[]
Definition wstag470.c:175
FieldActorEntry actor7
Definition wstag470.c:186
StageSlot stageSlots[]
Definition wstag470.c:244
u16 actor1Talk0Actions[]
Definition wstag470.c:80
FieldActorEntry actor13
Definition wstag470.c:192
FieldActorEntry actor11
Definition wstag470.c:190
u16 actor16Talk0Conditions[]
Definition wstag470.c:83
FieldActorEntry actor1
Definition wstag470.c:180
u16 actor17Talk0Actions[]
Definition wstag470.c:86
FieldTalk actor13Talks[]
Definition wstag470.c:138
#define STAGE_FILE
Definition wstag470.c:19
u16 actor7Conditions[]
Definition wstag470.c:164
FieldTalk actor7Talks[]
Definition wstag470.c:114
#define STAGE_TEXT
Definition wstag470.c:17
FieldTalk actor8Talks[]
Definition wstag470.c:118
FieldTalk actor12Talks[]
Definition wstag470.c:134
FieldTalk actor16Talks[]
Definition wstag470.c:150
u16 actor17Conditions[]
Definition wstag470.c:178
FieldActorEntry actor3
Definition wstag470.c:182
FieldActorEntry actor14
Definition wstag470.c:193
FieldEvent stageEvents[]
Definition wstag470.c:255
u16 actor12Conditions[]
Definition wstag470.c:173