Digimon World 3 decomp
The European version, SLES_039.36
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wstag476.c
Go to the documentation of this file.
1/*
2 * WSTAG476: Shaman House, South Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG475.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
14#define STAGE_FILE 0x6FD
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x70D
18#endif
19/* Sets the stage up: its map and actors, playing BGM_0013 */
37
39 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
40 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
41 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
42 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
43 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
44 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
45 { 0x140, 0x100, 0x140, 0x100, 0, 0, 0x150, 0x1FF },
46};
48 { NULL, NULL, 4 },
49 { NULL, NULL, 0 },
50};
51FieldActorEntry actor0 = { NULL, actor0Talks, 0x84, 4, 144, 257, 7 };
57 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x37, 0xA, 0, 216, 262, 0, 0 },
58 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3D, 0xA, 0, 72, 170, 0, 0 },
59 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x43, 0xA, 0, 348, 225, 0, 0 },
60 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x43, 0xA, 0, 355, 229, 0, 0 },
61 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
62};
64 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A4, 0x412, 0x1A4, 1, 0, 0, 0 },
65 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
66};
67void (*stageFuncs[])(void) = {
69};
#define NULL
Definition common.h:17
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_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 MUSIC_SHAMAN_HOUSE
BGM_0013: the Shaman House.
Definition sound.h:89
#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,...
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
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
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
FieldActorEntry actor0
Definition wstag476.c:51
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag476.c:67
FieldActorEntry * stageActors[]
Definition wstag476.c:52
FieldTalk actor0Talks[]
Definition wstag476.c:47
ActorImage stageImages[]
Definition wstag476.c:38
void setupStage(void)
Sets the stage up: its map and actors, playing BGM_0013.
Definition wstag476.c:20
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag476.c:56
StageSlot stageSlots[]
Definition wstag476.c:63
#define STAGE_FILE
Definition wstag476.c:17
#define STAGE_TEXT
Definition wstag476.c:16