Digimon World 3 decomp
The European version, SLES_039.36
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wstag485.c File Reference

WSTAG485: Phoenix Bay, South Sector. More...

#include "common.h"
#include "field/stage.h"
#include "common/update_stage.inc.c"
#include "common/start_stage.inc.c"
Include dependency graph for wstag485.c:

Go to the source code of this file.

Macros

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_06)
 
#define EVENT_TEXT_FILE   (TEXT_EVENTS_400 - 1)
 
#define STAGE_FILE   0x3B6
 

Functions

void endEvent1530 (void)
 After event 1530, with the player: keeps it from playing again.
 
void setupStage (void)
 Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0014.
 

Variables

const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 }
 the color the setup copies to FIELDSTG_state.spriteColor
 
s16 script1530 []
 
AreaBattle area0Battle0 = { 49, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle1 = { 49, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle2 = { 145, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle3 = { 145, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle4 = { 145, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle5 = { 58, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle6 = { 58, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle7 = { 58, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
BattleList area0Battles
 
AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area1Battles
 
AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area2Battles
 
AreaBattle area3Battle0 = { 11, 19, (0x60000000 | ( 0x22 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle3 = { 329, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle4 = { 328, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle6 = { 48, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle7 = { 66, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
BattleList area3Battles
 
FieldBattles stageBattles []
 
ActorImage stageImages []
 
u16 actor0Talk0Conditions [] = { (( 0x1C ) << 8 | ( 0x1C )) , 0, 0xFFFF }
 
u16 actor0Talk1Conditions [] = { (( 0x1C ) << 8 | ( 0x1C )) , 1, 0xFFFF }
 
u16 actor4Talk0Actions [] = { (( 0x1A ) << 8 | ( 2 )) , 1, 0xFFFF }
 
FieldTalk actor0Talks []
 
FieldTalk actor1Talks []
 
FieldTalk actor2Talks []
 
FieldTalk actor3Talks []
 
FieldTalk actor4Talks []
 
FieldTalk actor5Talks []
 
FieldTalk actor6Talks []
 
FieldTalk actor7Talks []
 
FieldTalk actor8Talks []
 
FieldTalk actor9Talks []
 
FieldTalk actor10Talks []
 
u16 actor0Conditions [] = { (0x6000 | ( STORY_BYAKKO_LEADER_FOUGHT )) , 1, 0xFFFF }
 
u16 actor1Conditions [] = { (0x6000 | ( STORY_PRESIDENT_ARRESTED )) , 1, 0xFFFF }
 
u16 actor2Conditions []
 
u16 actor3Conditions [] = { (0x6000 | ( STORY_CODE_PASSES_NEEDED )) , 1, 0xFFFF }
 
u16 actor4Conditions [] = { (0x6000 | ( STORY_TEDDY_FOUND )) , 1, 0xFFFF }
 
u16 actor5Conditions [] = { (0x7000 | ( 0x19 )) , 1, 0xFFFF }
 
u16 actor6Conditions [] = { (0x6000 | ( STORY_DE_SINCERITY )) , 1, 0xFFFF }
 
u16 actor7Conditions [] = { (0x6000 | ( STORY_KNIGHTMON_REPROGRAMMED )) , 1, 0xFFFF }
 
u16 actor8Conditions [] = { (0x6000 | ( STORY_BULBMON_FOUND )) , 1, 0xFFFF }
 
u16 actor10Conditions [] = { (0x7000 | ( 0x1A )) , 1, 0xFFFF }
 
FieldActorEntry actor0 = { actor0Conditions, actor0Talks, 0x32, 4, 1201, 505, 1 }
 
FieldActorEntry actor1 = { actor1Conditions, actor1Talks, 0x32, 4, 1201, 505, 1 }
 
FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0x32, 4, 1201, 505, 1 }
 
FieldActorEntry actor3 = { actor3Conditions, actor3Talks, 0x32, 4, 1201, 505, 1 }
 
FieldActorEntry actor4 = { actor4Conditions, actor4Talks, 0x32, 4, 1201, 505, 1 }
 
FieldActorEntry actor5 = { actor5Conditions, actor5Talks, 0x32, 4, 1201, 505, 1 }
 
FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x32, 4, 1201, 505, 1 }
 
FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x32, 4, 1201, 505, 1 }
 
FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x32, 4, 1201, 505, 1 }
 
FieldActorEntry actor9 = { ((void *)0) , actor9Talks, 0x3F, 5, 529, 249, 1 }
 
FieldActorEntry actor10 = { actor10Conditions, actor10Talks, 0x9D, 6, 1201, 505, 1 }
 
FieldActorEntry * stageActors []
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
StageSlot stageSlots []
 
void(* stageFuncs [])(void)
 The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.
 
FieldEvent stageEvents []
 

Detailed Description

WSTAG485: Phoenix Bay, South Sector.

Definition in file wstag485.c.

Macro Definition Documentation

◆ STAGE_TEXT

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_06)

Definition at line 22 of file wstag485.c.

◆ EVENT_TEXT_FILE

#define EVENT_TEXT_FILE   (TEXT_EVENTS_400 - 1)

Definition at line 23 of file wstag485.c.

◆ STAGE_FILE

#define STAGE_FILE   0x3B6

Definition at line 24 of file wstag485.c.

Function Documentation

◆ endEvent1530()

void endEvent1530 ( void  )

After event 1530, with the player: keeps it from playing again.

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 13 of file wstag485.c.

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0014.

Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

Definition at line 27 of file wstag485.c.

Variable Documentation

◆ stageColor

const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 }

the color the setup copies to FIELDSTG_state.spriteColor

the color the setup copies to FIELDSTG_state.spriteColor

It starts the stage, before its jump tables: in wstag924.c GCC would align them to 8 bytes after it, so it is a file of its own, linked first

Definition at line 7 of file wstag485.c.

Referenced by setupStage().

◆ script1530

s16 script1530[]

Definition at line 49 of file wstag485.c.

◆ area0Battle0

AreaBattle area0Battle0 = { 49, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 82 of file wstag485.c.

◆ area0Battle1

AreaBattle area0Battle1 = { 49, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 83 of file wstag485.c.

◆ area0Battle2

AreaBattle area0Battle2 = { 145, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 84 of file wstag485.c.

◆ area0Battle3

AreaBattle area0Battle3 = { 145, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 85 of file wstag485.c.

◆ area0Battle4

AreaBattle area0Battle4 = { 145, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 86 of file wstag485.c.

◆ area0Battle5

AreaBattle area0Battle5 = { 58, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 87 of file wstag485.c.

◆ area0Battle6

AreaBattle area0Battle6 = { 58, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 88 of file wstag485.c.

◆ area0Battle7

AreaBattle area0Battle7 = { 58, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 89 of file wstag485.c.

◆ area0Battles

BattleList area0Battles
Initial value:
= {
3,
}
AreaBattle area0Battle7
Definition wstag485.c:89
AreaBattle area0Battle1
Definition wstag485.c:83
AreaBattle area0Battle6
Definition wstag485.c:88
AreaBattle area0Battle3
Definition wstag485.c:85
AreaBattle area0Battle5
Definition wstag485.c:87
AreaBattle area0Battle0
Definition wstag485.c:82
AreaBattle area0Battle2
Definition wstag485.c:84
AreaBattle area0Battle4
Definition wstag485.c:86

Definition at line 90 of file wstag485.c.

◆ area1Battle0

AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 95 of file wstag485.c.

◆ area1Battle1

AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 96 of file wstag485.c.

◆ area1Battle2

AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 97 of file wstag485.c.

◆ area1Battle3

AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 98 of file wstag485.c.

◆ area1Battle4

AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 99 of file wstag485.c.

◆ area1Battle5

AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 100 of file wstag485.c.

◆ area1Battle6

AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 101 of file wstag485.c.

◆ area1Battle7

AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 102 of file wstag485.c.

◆ area1Battles

BattleList area1Battles
Initial value:
= {
0,
}
AreaBattle area1Battle6
Definition wstag485.c:101
AreaBattle area1Battle2
Definition wstag485.c:97
AreaBattle area1Battle4
Definition wstag485.c:99
AreaBattle area1Battle5
Definition wstag485.c:100
AreaBattle area1Battle3
Definition wstag485.c:98
AreaBattle area1Battle0
Definition wstag485.c:95
AreaBattle area1Battle1
Definition wstag485.c:96
AreaBattle area1Battle7
Definition wstag485.c:102

Definition at line 103 of file wstag485.c.

◆ area2Battle0

AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 108 of file wstag485.c.

◆ area2Battle1

AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 109 of file wstag485.c.

◆ area2Battle2

AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 110 of file wstag485.c.

◆ area2Battle3

AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 111 of file wstag485.c.

◆ area2Battle4

AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 112 of file wstag485.c.

◆ area2Battle5

AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 113 of file wstag485.c.

◆ area2Battle6

AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 114 of file wstag485.c.

◆ area2Battle7

AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 115 of file wstag485.c.

◆ area2Battles

BattleList area2Battles
Initial value:
= {
0,
}
AreaBattle area2Battle7
Definition wstag485.c:115
AreaBattle area2Battle6
Definition wstag485.c:114
AreaBattle area2Battle0
Definition wstag485.c:108
AreaBattle area2Battle4
Definition wstag485.c:112
AreaBattle area2Battle2
Definition wstag485.c:110
AreaBattle area2Battle1
Definition wstag485.c:109
AreaBattle area2Battle5
Definition wstag485.c:113
AreaBattle area2Battle3
Definition wstag485.c:111

Definition at line 116 of file wstag485.c.

◆ area3Battle0

AreaBattle area3Battle0 = { 11, 19, (0x60000000 | ( 0x22 ) << 18 | ( 0 )) }

Definition at line 121 of file wstag485.c.

◆ area3Battle1

AreaBattle area3Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 122 of file wstag485.c.

◆ area3Battle2

AreaBattle area3Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 123 of file wstag485.c.

◆ area3Battle3

AreaBattle area3Battle3 = { 329, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 124 of file wstag485.c.

◆ area3Battle4

AreaBattle area3Battle4 = { 328, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 125 of file wstag485.c.

◆ area3Battle5

AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 126 of file wstag485.c.

◆ area3Battle6

AreaBattle area3Battle6 = { 48, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 127 of file wstag485.c.

◆ area3Battle7

AreaBattle area3Battle7 = { 66, 8, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 128 of file wstag485.c.

◆ area3Battles

BattleList area3Battles
Initial value:
= {
0,
}
AreaBattle area3Battle4
Definition wstag485.c:125
AreaBattle area3Battle3
Definition wstag485.c:124
AreaBattle area3Battle0
Definition wstag485.c:121
AreaBattle area3Battle2
Definition wstag485.c:123
AreaBattle area3Battle1
Definition wstag485.c:122
AreaBattle area3Battle6
Definition wstag485.c:127
AreaBattle area3Battle5
Definition wstag485.c:126
AreaBattle area3Battle7
Definition wstag485.c:128

Definition at line 129 of file wstag485.c.

◆ stageBattles

FieldBattles stageBattles[]
Initial value:
= {
}
BattleList area3Battles
Definition wstag485.c:129
BattleList area1Battles
Definition wstag485.c:103
BattleList area2Battles
Definition wstag485.c:116
BattleList area0Battles
Definition wstag485.c:90

Definition at line 134 of file wstag485.c.

Referenced by setupStage().

◆ stageImages

ActorImage stageImages[]
Initial value:
= {
{ 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
{ 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
{ 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
{ 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
{ 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
{ 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
{ 0x140, 0x100, 0x154, 0x1C5, 0x50, 0xC5, 0x160, 0x1FE },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0x140, 0x100, 0x174, 0x1CC, 0xD0, 0xCC, 0x160, 0x1FD },
}

Definition at line 137 of file wstag485.c.

Referenced by setupStage().

◆ actor0Talk0Conditions

u16 actor0Talk0Conditions[] = { (( 0x1C ) << 8 | ( 0x1C )) , 0, 0xFFFF }

Definition at line 148 of file wstag485.c.

◆ actor0Talk1Conditions

u16 actor0Talk1Conditions[] = { (( 0x1C ) << 8 | ( 0x1C )) , 1, 0xFFFF }

Definition at line 149 of file wstag485.c.

◆ actor4Talk0Actions

u16 actor4Talk0Actions[] = { (( 0x1A ) << 8 | ( 2 )) , 1, 0xFFFF }

Definition at line 150 of file wstag485.c.

◆ actor0Talks

FieldTalk actor0Talks[]
Initial value:
= {
{ actor0Talk0Conditions, ((void *)0) , 0x13C },
{ actor0Talk1Conditions, ((void *)0) , 0x3E },
{ ((void *)0) , ((void *)0) , 0 },
}
u16 actor0Talk0Conditions[]
Definition wstag485.c:148
u16 actor0Talk1Conditions[]
Definition wstag485.c:149

Definition at line 151 of file wstag485.c.

◆ actor1Talks

FieldTalk actor1Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x140 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 156 of file wstag485.c.

◆ actor2Talks

FieldTalk actor2Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x13C },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 160 of file wstag485.c.

◆ actor3Talks

FieldTalk actor3Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x13E },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 164 of file wstag485.c.

◆ actor4Talks

FieldTalk actor4Talks[]
Initial value:
= {
{ ((void *)0) , actor4Talk0Actions, 0x13A },
{ ((void *)0) , ((void *)0) , 0 },
}
u16 actor4Talk0Actions[]
Definition wstag485.c:150

Definition at line 168 of file wstag485.c.

◆ actor5Talks

FieldTalk actor5Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x13F },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 172 of file wstag485.c.

◆ actor6Talks

FieldTalk actor6Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x13B },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 176 of file wstag485.c.

◆ actor7Talks

FieldTalk actor7Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x13D },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 180 of file wstag485.c.

◆ actor8Talks

FieldTalk actor8Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x13E },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 184 of file wstag485.c.

◆ actor9Talks

FieldTalk actor9Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x2FB },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 188 of file wstag485.c.

◆ actor10Talks

FieldTalk actor10Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x141 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 192 of file wstag485.c.

◆ actor0Conditions

u16 actor0Conditions[] = { (0x6000 | ( STORY_BYAKKO_LEADER_FOUGHT )) , 1, 0xFFFF }

Definition at line 196 of file wstag485.c.

◆ actor1Conditions

u16 actor1Conditions[] = { (0x6000 | ( STORY_PRESIDENT_ARRESTED )) , 1, 0xFFFF }

Definition at line 197 of file wstag485.c.

◆ actor2Conditions

u16 actor2Conditions[]
Initial value:
= {
(0x7000 | ( 0x17 )) , 1,
(0x6000 | ( STORY_BYAKKO_LEADER_FOUGHT )) , 0,
0xFFFF ,
}
@ STORY_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85

Definition at line 198 of file wstag485.c.

◆ actor3Conditions

u16 actor3Conditions[] = { (0x6000 | ( STORY_CODE_PASSES_NEEDED )) , 1, 0xFFFF }

Definition at line 203 of file wstag485.c.

◆ actor4Conditions

u16 actor4Conditions[] = { (0x6000 | ( STORY_TEDDY_FOUND )) , 1, 0xFFFF }

Definition at line 204 of file wstag485.c.

◆ actor5Conditions

u16 actor5Conditions[] = { (0x7000 | ( 0x19 )) , 1, 0xFFFF }

Definition at line 205 of file wstag485.c.

◆ actor6Conditions

u16 actor6Conditions[] = { (0x6000 | ( STORY_DE_SINCERITY )) , 1, 0xFFFF }

Definition at line 206 of file wstag485.c.

◆ actor7Conditions

u16 actor7Conditions[] = { (0x6000 | ( STORY_KNIGHTMON_REPROGRAMMED )) , 1, 0xFFFF }

Definition at line 207 of file wstag485.c.

◆ actor8Conditions

u16 actor8Conditions[] = { (0x6000 | ( STORY_BULBMON_FOUND )) , 1, 0xFFFF }

Definition at line 208 of file wstag485.c.

◆ actor10Conditions

u16 actor10Conditions[] = { (0x7000 | ( 0x1A )) , 1, 0xFFFF }

Definition at line 209 of file wstag485.c.

◆ actor0

FieldActorEntry actor0 = { actor0Conditions, actor0Talks, 0x32, 4, 1201, 505, 1 }

Definition at line 210 of file wstag485.c.

◆ actor1

FieldActorEntry actor1 = { actor1Conditions, actor1Talks, 0x32, 4, 1201, 505, 1 }

Definition at line 211 of file wstag485.c.

◆ actor2

FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0x32, 4, 1201, 505, 1 }

Definition at line 212 of file wstag485.c.

◆ actor3

FieldActorEntry actor3 = { actor3Conditions, actor3Talks, 0x32, 4, 1201, 505, 1 }

Definition at line 213 of file wstag485.c.

◆ actor4

FieldActorEntry actor4 = { actor4Conditions, actor4Talks, 0x32, 4, 1201, 505, 1 }

Definition at line 214 of file wstag485.c.

◆ actor5

FieldActorEntry actor5 = { actor5Conditions, actor5Talks, 0x32, 4, 1201, 505, 1 }

Definition at line 215 of file wstag485.c.

◆ actor6

FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x32, 4, 1201, 505, 1 }

Definition at line 216 of file wstag485.c.

◆ actor7

FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x32, 4, 1201, 505, 1 }

Definition at line 217 of file wstag485.c.

◆ actor8

FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x32, 4, 1201, 505, 1 }

Definition at line 218 of file wstag485.c.

◆ actor9

FieldActorEntry actor9 = { ((void *)0) , actor9Talks, 0x3F, 5, 529, 249, 1 }

Definition at line 219 of file wstag485.c.

◆ actor10

FieldActorEntry actor10 = { actor10Conditions, actor10Talks, 0x9D, 6, 1201, 505, 1 }

Definition at line 220 of file wstag485.c.

◆ stageActors

FieldActorEntry* stageActors[]
Initial value:
= {
((void *)0) ,
}
FieldActorEntry actor0
Definition wstag485.c:210
FieldActorEntry actor6
Definition wstag485.c:216
FieldActorEntry actor5
Definition wstag485.c:215
FieldActorEntry actor2
Definition wstag485.c:212
FieldActorEntry actor10
Definition wstag485.c:220
FieldActorEntry actor4
Definition wstag485.c:214
FieldActorEntry actor8
Definition wstag485.c:218
FieldActorEntry actor9
Definition wstag485.c:219
FieldActorEntry actor7
Definition wstag485.c:217
FieldActorEntry actor1
Definition wstag485.c:211
FieldActorEntry actor3
Definition wstag485.c:213

Definition at line 221 of file wstag485.c.

Referenced by setupStage().

◆ stageObjects

StageTile stageObjects[]

The tables and color setupStage gives FIELDSTG_state (FieldState)

Definition at line 235 of file wstag485.c.

Referenced by setupStage().

◆ stageSlots

StageSlot stageSlots[]
Initial value:
= {
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 1 , 0x23C, 0x48E, 0x3F8, 3, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 1 , 0x23E, 0xA0, 0x390, 5, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 1 , 0x23A, 0x3E8, 0x9C, 7, 0, 0, 0 },
{ { { (0x7000 | ( 0x93 )) , 1 }, { 0xFFFF , 0 } }, 10 , 0x2E5, 0x240, 0x120, 1, 0, 4, 1 },
{ { { (0x8000 | ( 0 ) << 9 | ( 5 )), 1 }, { 0xFFFF , 0 } }, 7 , 0, 0x38, 0, 0, 0, 0, 0 },
{ { { (0x8000 | ( 0 ) << 9 | ( 5 )), 1 }, { 0xFFFF , 0 } }, 7 , 0xFFC0, 0x28, 0, 0, 0, 0, 0 },
{ { { (0x8000 | ( 0 ) << 9 | ( 5 )), 1 }, { 0xFFFF , 0 } }, 7 , 0xFFC0, 0x38, 0, 0, 0, 0, 0 },
{ { { (0x8000 | ( 0 ) << 9 | ( 5 )), 1 }, { 0xFFFF , 0 } }, 7 , 0xFFC0, 0xFFF0, 0, 0, 0, 0, 0 },
{ { { (0x8000 | ( 0 ) << 9 | ( 5 )), 1 }, { 0xFFFF , 0 } }, 7 , 0, 0xFFD0, 0, 0, 0, 0, 0 },
{ { { (0x8000 | ( 0 ) << 9 | ( 5 )), 1 }, { 0xFFFF , 0 } }, 7 , 0x20, 0x20, 0, 0, 0, 0, 0 },
{ { { (0x8000 | ( 0 ) << 9 | ( 5 )), 1 }, { 0xFFFF , 0 } }, 7 , 0x30, 0x30, 0, 0, 0, 0, 0 },
{ { { (0x7000 | ( 0x93 )) , 1 }, { 0xFFFF , 0 } }, 10 , 0x2E5, 0x240, 0x120, 1, 0, 4, 1 },
{ { { (0x6000 | ( STORY_CODE_PASSES_NEEDED )) , 1 }, { (( 0x1C ) << 8 | ( 0x51 )) , 0 } }, 8 , 0x5FA, 0, 0, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
}
@ STORY_CODE_PASSES_NEEDED
WSTAG685, event 690: Leader Chuck says stopping Knightmon takes the four City Leaders' Code Passes.
Definition story.h:100

Definition at line 436 of file wstag485.c.

Referenced by setupStage().

◆ stageFuncs

void(* stageFuncs[])(void) ( void  )
Initial value:
= {
}
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0014.
Definition wstag485.c:27

The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.

Definition at line 452 of file wstag485.c.

◆ stageEvents

FieldEvent stageEvents[]
Initial value:
= {
{ 1530, script1530, ( ( 0x136 - 1) << 16 | ( 0x32 )), ((void *)0) , endEvent1530 },
{ -1, ((void *)0) , 0, ((void *)0) , ((void *)0) },
}
s16 script1530[]
Definition wstag485.c:49
void endEvent1530(void)
After event 1530, with the player: keeps it from playing again.
Definition wstag485.c:13

Definition at line 455 of file wstag485.c.

Referenced by setupStage().