Digimon World 3 decomp
The European version, SLES_039.36
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wstag485.c
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1/*
2 * WSTAG485: Phoenix Bay, South Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
8
11
12/* After event 1530, with the player: keeps it from playing again */
13void endEvent1530(void) {
14 FLAGS_00.applyAction(FLAG(0x1C, 0x51), 1);
15}
16
17#if VERSION_US || VERSION_JP
18#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
19#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
20#define STAGE_FILE 0x3A6
21#elif VERSION_EU
22#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
23#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
24#define STAGE_FILE 0x3B6
25#endif
26/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0014 */
48
50 SCRIPT_WALK(2, 0x540, 0xF9, 7),
53 SCRIPT_POSE(2, 1, 0),
54 SCRIPT_COMMAND(0x323, 0x325, 2),
55 SCRIPT_WAIT(0x5A),
56 SCRIPT_COMMAND(0x323, 0x326, 2),
58 SCRIPT_WAIT(0x1E),
59 SCRIPT_TALK(0, 1, 2, 2),
61 SCRIPT_WAIT(0x78),
63 SCRIPT_WAIT(0x1E),
64 SCRIPT_WAIT(0x3C),
65 SCRIPT_POSE(2, 1, 1),
66 SCRIPT_WAIT(0x1E),
67 SCRIPT_POSE(2, 1, 0),
68 SCRIPT_WAIT(0x1E),
69 SCRIPT_POSE(2, 1, 7),
70 SCRIPT_WAIT(0x1E),
71 SCRIPT_POSE(2, 1, 0),
72 SCRIPT_WAIT(0x1E),
73 SCRIPT_POSE(2, 1, 1),
74 SCRIPT_WAIT(0x1E),
75 SCRIPT_TALK(0, 2, 2, 2),
77 SCRIPT_WAIT(0x1E),
78 SCRIPT_POSE(2, 1, 5),
79 SCRIPT_WAIT(0x1E),
81};
95AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
96AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
97AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
98AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
99AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
100AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
101AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
102AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
108AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
109AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
110AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
111AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
112AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
113AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
114AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
115AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
122AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
123AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
126AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
138 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
139 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
140 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
141 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
142 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
143 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
144 { 0x140, 0x100, 0x154, 0x1C5, 0x50, 0xC5, 0x160, 0x1FE },
145 { 0, 0, 0, 0, 0, 0, 0, 0 },
146 { 0x140, 0x100, 0x174, 0x1CC, 0xD0, 0xCC, 0x160, 0x1FD },
147};
152 { actor0Talk0Conditions, NULL, 0x13C },
153 { actor0Talk1Conditions, NULL, 0x3E },
154 { NULL, NULL, 0 },
155};
157 { NULL, NULL, 0x140 },
158 { NULL, NULL, 0 },
159};
161 { NULL, NULL, 0x13C },
162 { NULL, NULL, 0 },
163};
165 { NULL, NULL, 0x13E },
166 { NULL, NULL, 0 },
167};
169 { NULL, actor4Talk0Actions, 0x13A },
170 { NULL, NULL, 0 },
171};
173 { NULL, NULL, 0x13F },
174 { NULL, NULL, 0 },
175};
177 { NULL, NULL, 0x13B },
178 { NULL, NULL, 0 },
179};
181 { NULL, NULL, 0x13D },
182 { NULL, NULL, 0 },
183};
185 { NULL, NULL, 0x13E },
186 { NULL, NULL, 0 },
187};
189 { NULL, NULL, 0x2FB },
190 { NULL, NULL, 0 },
191};
193 { NULL, NULL, 0x141 },
194 { NULL, NULL, 0 },
195};
219FieldActorEntry actor9 = { NULL, actor9Talks, 0x3F, 5, 529, 249, 1 };
222 &actor0,
223 &actor1,
224 &actor2,
225 &actor3,
226 &actor4,
227 &actor5,
228 &actor6,
229 &actor7,
230 &actor8,
231 &actor9,
232 &actor10,
233 NULL,
234};
236 { 1, 0, 0x40, 2, 0x4B, 2, 0, 3, 6, 0, 1729, 477, 0, 0 },
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238 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1448, 93, 0, 0 },
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248 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1688, -27, 0, 0 },
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251 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1792, -23, 0, 0 },
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253 { 1, 0, 0x40, 2, 3, 1, 3, 8, 8, 0, 314, 157, 0, 0 },
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256 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 1083, 205, 0, 0 },
257 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 1107, 467, 0, 0 },
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259 { 1, 0, 0x40, 6, 0x4C, 2, 0, 3, 6, 0, 1800, 729, 0, 0 },
260 { 1, 0, 0x40, 6, 0x4D, 2, 0, 3, 6, 0, 1255, 43, 0, 0 },
261 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 486, 740, 0, 0 },
262 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 489, 491, 0, 0 },
263 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 538, 376, 0, 0 },
264 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 674, 309, 0, 0 },
265 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 737, 437, 0, 0 },
266 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 820, 549, 0, 0 },
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274 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1235, 140, 0, 0 },
275 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1326, 660, 0, 0 },
276 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1433, 385, 0, 0 },
277 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1475, 270, 0, 0 },
278 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1542, 199, 0, 0 },
279 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 429, 365, 0, 0 },
280 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 507, 493, 0, 0 },
281 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 683, 380, 0, 0 },
282 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 996, 464, 0, 0 },
283 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1103, 755, 0, 0 },
284 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1157, 342, 0, 0 },
285 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1234, 767, 0, 0 },
286 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1276, 127, 0, 0 },
287 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1278, 535, 0, 0 },
288 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1321, 670, 0, 0 },
289 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1322, 307, 0, 0 },
290 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1415, 286, 0, 0 },
291 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1439, 373, 0, 0 },
292 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 1452, 861, 0, 0 },
293 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 656, 788, 0, 0 },
294 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 756, 268, 0, 0 },
295 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 872, 521, 0, 0 },
296 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 911, 306, 0, 0 },
297 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 937, 488, 0, 0 },
298 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1035, 770, 0, 0 },
299 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1158, 732, 0, 0 },
300 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1511, 299, 0, 0 },
301 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1550, 241, 0, 0 },
302 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1675, 49, 0, 0 },
303 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 452, 673, 0, 0 },
304 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 667, 643, 0, 0 },
305 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 744, 645, 0, 0 },
306 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 751, 777, 0, 0 },
307 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1119, 599, 0, 0 },
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309 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 814, 812, 0, 0 },
310 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 856, 779, 0, 0 },
311 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1020, 255, 0, 0 },
312 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1370, 572, 0, 0 },
313 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 409, 646, 0, 0 },
314 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 538, 802, 0, 0 },
315 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 749, 734, 0, 0 },
316 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 769, 821, 0, 0 },
317 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 793, 670, 0, 0 },
318 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1079, 281, 0, 0 },
319 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1180, 361, 0, 0 },
320 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1203, 218, 0, 0 },
321 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1438, 598, 0, 0 },
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332 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 651, 690, 0, 0 },
333 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 655, 389, 0, 0 },
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369 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 704, 409, 0, 0 },
370 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 715, 614, 0, 0 },
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380 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1087, 243, 0, 0 },
381 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1123, 218, 0, 0 },
382 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1211, 54, 0, 0 },
383 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1222, 329, 0, 0 },
384 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1230, 538, 0, 0 },
385 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1258, 812, 0, 0 },
386 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1259, 235, 0, 0 },
387 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1277, 434, 0, 0 },
388 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1287, 94, 0, 0 },
389 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1360, 304, 0, 0 },
390 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1364, 172, 0, 0 },
391 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1364, 852, 0, 0 },
392 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1406, 433, 0, 0 },
393 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1411, 681, 0, 0 },
394 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1437, 264, 0, 0 },
395 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1469, 319, 0, 0 },
396 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1493, 855, 0, 0 },
397 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1503, 605, 0, 0 },
398 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1525, 22, 0, 0 },
399 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0xA, 0, 1685, 316, 0, 0 },
400 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 449, 531, 0, 0 },
401 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 515, 360, 0, 0 },
402 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 640, 706, 0, 0 },
403 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 748, 757, 0, 0 },
404 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 819, 668, 0, 0 },
405 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 853, 811, 0, 0 },
406 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 1075, 610, 0, 0 },
407 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 1113, 768, 0, 0 },
408 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 1170, 287, 0, 0 },
409 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 1172, 393, 0, 0 },
410 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 1230, 788, 0, 0 },
411 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 1273, 179, 0, 0 },
412 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 1277, 566, 0, 0 },
413 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 1307, 312, 0, 0 },
414 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 1312, 717, 0, 0 },
415 { 1, 0, 0x40, 0xA, 0x53, 1, 0x53, 0x56, 0xA, 0, 1506, 100, 0, 0 },
416 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 516, 208, 247, 0 },
417 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 326, 181, 289, 0 },
418 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 400, 175, 175, 0 },
419 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 448, 159, 159, 0 },
420 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 496, 183, 183, 0 },
421 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 544, 207, 207, 0 },
422 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 640, 191, 191, 0 },
423 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 703, 183, 183, 0 },
424 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 816, 159, 159, 0 },
425 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 912, 151, 151, 0 },
426 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 976, 143, 143, 0 },
427 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 976, 599, 599, 0 },
428 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1056, 143, 143, 0 },
429 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1120, 143, 143, 0 },
430 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1456, 711, 711, 0 },
431 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1488, 743, 743, 0 },
432 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1503, 687, 687, 0 },
433 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1536, 719, 719, 0 },
434 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
435};
437 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23C, 0x48E, 0x3F8, 3, 0, 0, 0 },
438 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23E, 0xA0, 0x390, 5, 0, 0, 0 },
439 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23A, 0x3E8, 0x9C, 7, 0, 0, 0 },
440 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E5, 0x240, 0x120, 1, 0, 4, 1 },
441 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x38, 0, 0, 0, 0, 0 },
442 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x28, 0, 0, 0, 0, 0 },
443 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x38, 0, 0, 0, 0, 0 },
444 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0xFFF0, 0, 0, 0, 0, 0 },
445 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0xFFD0, 0, 0, 0, 0, 0 },
446 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x20, 0x20, 0, 0, 0, 0, 0 },
447 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x30, 0x30, 0, 0, 0, 0, 0 },
448 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E5, 0x240, 0x120, 1, 0, 4, 1 },
449 { { { PROGRESS(STORY_CODE_PASSES_NEEDED), 1 }, { FLAG(0x1C, 0x51), 0 } }, SLOT_EVENT, 0x5FA, 0, 0, 0, 0, 0, 0 },
450 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
451};
452void (*stageFuncs[])(void) = {
454};
456 { 1530, script1530, EVENT_TEXT(0x32), NULL, endEvent1530 },
457 { -1, NULL, 0, NULL, NULL },
458};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
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 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_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_STOP_CAMERA_SHAKE
Definition field_map.h:63
#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 FIELD_COMMAND_SHAKE_CAMERA
Definition field_map.h:62
#define SLOT_EVENT
starts the event arg
Definition field_map.h:262
#define SLOT_GAUGE
the gauge game
Definition field_map.h:261
#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 FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#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 FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SLOT_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
#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 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 MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_COAST
ENV_0014: Shell Beach, Plug Cape, Phoenix Bay and South Cape.
Definition sound.h:130
#define MUSIC_BOSS
BOSS_000: the sectors' boss battles.
Definition sound.h:108
#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 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_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85
@ 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_CODE_PASSES_NEEDED
WSTAG685, event 690: Leader Chuck says stopping Knightmon takes the four City Leaders' Code Passes.
Definition story.h:100
@ STORY_DE_SINCERITY
WSTAG460 (Reliability Spot), event 370: the Qing Long Chief, asked for the Digi-Egg of Knowledge,...
Definition story.h:70
#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 SPECIAL_STORY_SINCE_DE_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
#define FLAG_NAMI_SWAMP_CREST_TALKED
wstag485 Phoenix Bay: Nami saw a Crest behind the Bios Swamp shrine; then the player recognises the S...
Definition story.h:1010
#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 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
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
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
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
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 wstag485.c:197
AreaBattle area2Battle7
Definition wstag485.c:115
FieldActorEntry actor0
Definition wstag485.c:210
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag485.c:452
FieldActorEntry actor6
Definition wstag485.c:216
u16 actor0Talk0Conditions[]
Definition wstag485.c:148
FieldTalk actor2Talks[]
Definition wstag485.c:160
AreaBattle area2Battle6
Definition wstag485.c:114
u16 actor0Talk1Conditions[]
Definition wstag485.c:149
u16 actor10Conditions[]
Definition wstag485.c:209
FieldTalk actor5Talks[]
Definition wstag485.c:172
AreaBattle area1Battle6
Definition wstag485.c:101
FieldActorEntry actor5
Definition wstag485.c:215
AreaBattle area0Battle7
Definition wstag485.c:89
FieldActorEntry actor2
Definition wstag485.c:212
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag485.c:7
AreaBattle area3Battle4
Definition wstag485.c:125
AreaBattle area3Battle3
Definition wstag485.c:124
AreaBattle area0Battle1
Definition wstag485.c:83
AreaBattle area2Battle0
Definition wstag485.c:108
FieldActorEntry * stageActors[]
Definition wstag485.c:221
AreaBattle area1Battle2
Definition wstag485.c:97
AreaBattle area3Battle0
Definition wstag485.c:121
AreaBattle area0Battle6
Definition wstag485.c:88
FieldTalk actor1Talks[]
Definition wstag485.c:156
AreaBattle area3Battle2
Definition wstag485.c:123
FieldTalk actor0Talks[]
Definition wstag485.c:151
AreaBattle area3Battle1
Definition wstag485.c:122
AreaBattle area0Battle3
Definition wstag485.c:85
FieldActorEntry actor10
Definition wstag485.c:220
FieldTalk actor4Talks[]
Definition wstag485.c:168
u16 actor4Conditions[]
Definition wstag485.c:204
FieldActorEntry actor4
Definition wstag485.c:214
u16 actor3Conditions[]
Definition wstag485.c:203
AreaBattle area3Battle6
Definition wstag485.c:127
FieldActorEntry actor8
Definition wstag485.c:218
ActorImage stageImages[]
Definition wstag485.c:137
FieldTalk actor6Talks[]
Definition wstag485.c:176
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0014.
Definition wstag485.c:27
AreaBattle area2Battle4
Definition wstag485.c:112
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag485.c:235
FieldActorEntry actor9
Definition wstag485.c:219
u16 actor8Conditions[]
Definition wstag485.c:208
u16 actor5Conditions[]
Definition wstag485.c:205
FieldTalk actor10Talks[]
Definition wstag485.c:192
FieldTalk actor3Talks[]
Definition wstag485.c:164
FieldTalk actor9Talks[]
Definition wstag485.c:188
BattleList area3Battles
Definition wstag485.c:129
AreaBattle area3Battle5
Definition wstag485.c:126
AreaBattle area0Battle5
Definition wstag485.c:87
BattleList area1Battles
Definition wstag485.c:103
s16 script1530[]
Definition wstag485.c:49
BattleList area2Battles
Definition wstag485.c:116
AreaBattle area1Battle4
Definition wstag485.c:99
u16 actor6Conditions[]
Definition wstag485.c:206
AreaBattle area2Battle2
Definition wstag485.c:110
AreaBattle area1Battle5
Definition wstag485.c:100
FieldActorEntry actor7
Definition wstag485.c:217
StageSlot stageSlots[]
Definition wstag485.c:436
AreaBattle area2Battle1
Definition wstag485.c:109
AreaBattle area1Battle3
Definition wstag485.c:98
AreaBattle area1Battle0
Definition wstag485.c:95
void endEvent1530(void)
After event 1530, with the player: keeps it from playing again.
Definition wstag485.c:13
FieldActorEntry actor1
Definition wstag485.c:211
AreaBattle area0Battle0
Definition wstag485.c:82
AreaBattle area0Battle2
Definition wstag485.c:84
#define STAGE_FILE
Definition wstag485.c:24
AreaBattle area2Battle5
Definition wstag485.c:113
u16 actor4Talk0Actions[]
Definition wstag485.c:150
AreaBattle area1Battle1
Definition wstag485.c:96
u16 actor7Conditions[]
Definition wstag485.c:207
AreaBattle area2Battle3
Definition wstag485.c:111
u16 actor2Conditions[]
Definition wstag485.c:198
FieldTalk actor7Talks[]
Definition wstag485.c:180
AreaBattle area0Battle4
Definition wstag485.c:86
#define STAGE_TEXT
Definition wstag485.c:22
FieldTalk actor8Talks[]
Definition wstag485.c:184
AreaBattle area3Battle7
Definition wstag485.c:128
BattleList area0Battles
Definition wstag485.c:90
AreaBattle area1Battle7
Definition wstag485.c:102
FieldActorEntry actor3
Definition wstag485.c:213
FieldBattles stageBattles[]
Definition wstag485.c:134
FieldEvent stageEvents[]
Definition wstag485.c:455
u16 actor0Conditions[]
Definition wstag485.c:196