Digimon World 3 decomp
The European version, SLES_039.36
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wstag486.c
Go to the documentation of this file.
1/*
2 * WSTAG486: Phoenix Bay, South Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG485.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
9
12
13/* After event 745, with Trooper: sets flag 0x40A8 */
14void endEvent745(void) {
15 FLAGS_00.applyAction(FLAG(0x40, 0xA8), 1);
16}
17
18#if VERSION_US || VERSION_JP
19#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
20#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
21#define STAGE_FILE 0x5AE
22#elif VERSION_EU
23#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
24#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
25#define STAGE_FILE 0x5BE
26#endif
27/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0014 */
49
51 SCRIPT_WALK(2, 0x501, 0xD9, 7),
52 SCRIPT_PLACE(0x132, 0x521, 0xE9),
53 SCRIPT_POSE(0x132, 1, 3),
56 SCRIPT_POSE(2, 1, 7),
57 SCRIPT_COMMAND(0x323, 0x325, 0x132),
58 SCRIPT_WAIT(0x3C),
59 SCRIPT_COMMAND(0x323, 0x326, 0x132),
60 SCRIPT_WAIT(0x1E),
61 SCRIPT_TALK(0, 1, 0x132, 1),
63 SCRIPT_WAIT(0x1E),
64 SCRIPT_COMMAND(0x323, 0x325, 2),
65 SCRIPT_WAIT(0x3C),
66 SCRIPT_COMMAND(0x323, 0x326, 2),
67 SCRIPT_WAIT(0x1E),
68 SCRIPT_TALK(0, 2, 2, 2),
70 SCRIPT_WAIT(0x1E),
71 SCRIPT_TALK(0, 3, 0x132, 1),
73 SCRIPT_POSE(0x132, 1, 7),
74 SCRIPT_WAIT(0x1E),
75 SCRIPT_WALK(0x132, 0x560, 0x109, 7),
76 SCRIPT_WAIT_WALK(0x132),
77 SCRIPT_POSE(0x132, 1, 3),
78 SCRIPT_WAIT(0x1E),
79 SCRIPT_TALK(0, 5, 0x132, 0),
81 SCRIPT_WAIT(0x1E),
82 SCRIPT_WALK(2, 0x548, 0xFC, 7),
84 SCRIPT_WALK(2, 0x588, 0xDC, 5),
86 SCRIPT_TALK(0, 4, 2, 0),
88 SCRIPT_WAIT(0x1E),
90};
104AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
105AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
106AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
107AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
108AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
109AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
110AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
111AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
117AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
118AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
119AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
120AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
121AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
122AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
123AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
124AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
130AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
131AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
132AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
135AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
147 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
148 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
149 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
150 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
151 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
152 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
153 { 0x140, 0x100, 0x178, 0x170, 0xE0, 0x70, 0x170, 0x1FF },
154 { 0x140, 0x100, 0x164, 0x1B0, 0x90, 0xB0, 0x160, 0x1FE },
155 { 0x140, 0x100, 0x16C, 0x1B0, 0xB0, 0xB0, 0x170, 0x1FE },
156 { 0x140, 0x100, 0x174, 0x1B0, 0xD0, 0xB0, 0x160, 0x1FD },
157 { 0, 0, 0, 0, 0, 0, 0, 0 },
158 { 0x140, 0x100, 0x156, 0x1C0, 0x58, 0xC0, 0x170, 0x1FD },
159 { 0x140, 0x100, 0x140, 0x1CB, 0, 0xCB, 0x160, 0x1FC },
160 { 0x140, 0x100, 0x176, 0x1D8, 0xD8, 0xD8, 0x170, 0x1FC },
161 { 0x180, 0x100, 0x194, 0x100, 0x150, 0, 0x150, 0x1FB },
162 { 0x140, 0x100, 0x148, 0x1CB, 0x20, 0xCB, 0x160, 0x1FB },
163};
164u16 actor14Talk0Conditions[] = { FLAG(0x1A, 0x35), 0, CODES_END };
165u16 actor14Talk0Actions[] = { START_EVENT(0x4A), 1, FLAG(0x1A, 0x35), 1, CODES_END };
166u16 actor14Talk1Conditions[] = { FLAG(0x1A, 0x35), 1, CODES_END };
168 { NULL, NULL, 0x102 },
169 { NULL, NULL, 0 },
170};
172 { NULL, NULL, 0xFF },
173 { NULL, NULL, 0 },
174};
176 { NULL, NULL, 0x101 },
177 { NULL, NULL, 0 },
178};
180 { NULL, NULL, 0xFC },
181 { NULL, NULL, 0 },
182};
184 { NULL, NULL, 0xFA },
185 { NULL, NULL, 0 },
186};
188 { NULL, NULL, 0x327 },
189 { NULL, NULL, 0 },
190};
192 { NULL, NULL, 0x326 },
193 { NULL, NULL, 0 },
194};
196 { NULL, NULL, 0x324 },
197 { NULL, NULL, 0 },
198};
200 { NULL, NULL, 0x32A },
201 { NULL, NULL, 0 },
202};
204 { NULL, NULL, 0xFB },
205 { NULL, NULL, 0 },
206};
208 { NULL, NULL, 0xFD },
209 { NULL, NULL, 0 },
210};
212 { NULL, NULL, 0xFE },
213 { NULL, NULL, 0 },
214};
216 { NULL, NULL, 0x100 },
217 { NULL, NULL, 0 },
218};
220 { NULL, NULL, 0x324 },
221 { NULL, NULL, 0 },
222};
225 { actor14Talk1Conditions, NULL, 0x326 },
226 { NULL, NULL, 0 },
227};
266FieldActorEntry actor4 = { NULL, actor4Talks, 0x3F, 8, 529, 249, 1 };
269FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x46, 0xA, 1344, 208, 3 };
270FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x46, 0xA, 1344, 208, 5 };
271FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x9D, 0xB, 944, 185, 1 };
275FieldActorEntry actor13 = { actor13Conditions, actor13Talks, 0x132, 0xD, 1313, 233, 3 };
276FieldActorEntry actor14 = { actor14Conditions, actor14Talks, 0x132, 0xD, 1313, 233, 3 };
278 &actor0,
279 &actor1,
280 &actor2,
281 &actor3,
282 &actor4,
283 &actor5,
284 &actor6,
285 &actor7,
286 &actor8,
287 &actor9,
288 &actor10,
289 &actor11,
290 &actor12,
291 &actor13,
292 &actor14,
293 NULL,
294};
296 { 1, 0, 0x40, 2, 0x4B, 2, 0, 3, 6, 0, 1729, 477, 0, 0 },
297 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1400, 117, 0, 0 },
298 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1448, 93, 0, 0 },
299 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1456, 145, 0, 0 },
300 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1496, 69, 0, 0 },
301 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1504, 121, 0, 0 },
302 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1544, 45, 0, 0 },
303 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1552, 97, 0, 0 },
304 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1592, 21, 0, 0 },
305 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1600, 73, 0, 0 },
306 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1640, -3, 0, 0 },
307 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1648, 49, 0, 0 },
308 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1688, -27, 0, 0 },
309 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1696, 25, 0, 0 },
310 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1744, 1, 0, 0 },
311 { 1, 0, 0x40, 2, 0x4E, 2, 0, 5, 8, 0, 1792, -23, 0, 0 },
312 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 308, 158, 0, 0 },
313 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 924, 626, 0, 0 },
314 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 1732, 319, 0, 0 },
315 { 1, 0, 0x40, 2, 9, 0, 0, 0, 0, 0, 1620, 640, 0, 0 },
316 { 1, 0, 0x4E, 2, 0xA, 0, 0, 0, 0, 0, 1664, 384, 0, 0 },
317 { 1, 0, 0x50, 2, 2, 0, 0, 0, 0, 0, 1536, 384, 0, 0 },
318 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 1083, 205, 0, 0 },
319 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 1107, 467, 0, 0 },
320 { 1, 0, 0x40, 6, 0x4A, 2, 0, 3, 6, 0, 1648, 565, 0, 0 },
321 { 1, 0, 0x40, 6, 0x4C, 2, 0, 3, 6, 0, 1800, 729, 0, 0 },
322 { 1, 0, 0x40, 6, 0x4D, 2, 0, 3, 6, 0, 1255, 43, 0, 0 },
323 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 460, 369, 0, 0 },
324 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 914, 808, 0, 0 },
325 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 935, 499, 0, 0 },
326 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 962, 255, 0, 0 },
327 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 1379, 661, 0, 0 },
328 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 1508, 230, 0, 0 },
329 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 661, 400, 0, 0 },
330 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 683, 653, 0, 0 },
331 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 941, 386, 0, 0 },
332 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 1136, 763, 0, 0 },
333 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 1322, 331, 0, 0 },
334 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 516, 208, 247, 0 },
335 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 326, 181, 289, 0 },
336 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 400, 175, 175, 0 },
337 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 448, 159, 159, 0 },
338 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 496, 183, 183, 0 },
339 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 544, 207, 207, 0 },
340 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 640, 191, 191, 0 },
341 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 703, 183, 183, 0 },
342 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 816, 159, 159, 0 },
343 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 912, 151, 151, 0 },
344 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 976, 599, 599, 0 },
345 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1056, 143, 143, 0 },
346 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1120, 143, 143, 0 },
347 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1456, 711, 711, 0 },
348 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1488, 743, 743, 0 },
349 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1503, 687, 687, 0 },
350 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1536, 719, 719, 0 },
351 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
352};
354 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A9, 0x48E, 0x3F8, 3, 0, 0, 0 },
355 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2AB, 0xA0, 0x390, 5, 0, 0, 0 },
356 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A7, 0x3E8, 0x9C, 7, 0, 0, 0 },
357 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E5, 0x240, 0x120, 1, 0, 0xE, 1 },
358 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0x38, 0, 0, 0, 0, 0 },
359 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x28, 0, 0, 0, 0, 0 },
360 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0x38, 0, 0, 0, 0, 0 },
361 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFC0, 0xFFF0, 0, 0, 0, 0, 0 },
362 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0xFFD0, 0, 0, 0, 0, 0 },
363 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x20, 0x20, 0, 0, 0, 0, 0 },
364 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x30, 0x30, 0, 0, 0, 0, 0 },
365 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E5, 0x240, 0x120, 1, 0, 0xE, 1 },
366 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
367};
368void (*stageFuncs[])(void) = {
370};
372 { 745, script745, EVENT_TEXT(0x2C), NULL, endEvent745 },
373 { -1, NULL, 0, NULL, NULL },
374};
#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_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 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_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 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(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 FLAG_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
Definition story.h:1031
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_BLUE_ID_PASS
WSTAG421 (Qing Long City), event 743: with the Blue ID Pass a Trooper takes the player for the Qing L...
Definition story.h:109
@ STORY_JUNGLE_SOUND
WSTAG545 (Bug Maze Pit), event 711: Patamon heard a weird sound from the jungle, where its leader wen...
Definition story.h:106
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#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 SPECIAL_STORY_SINCE_DE_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
#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
#define SPECIAL_STORY_BLUE_ID_PASS_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_BLUE_ID_PASS to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x18])
Definition story.h:1935
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 wstag486.c:229
AreaBattle area2Battle7
Definition wstag486.c:124
FieldActorEntry actor0
Definition wstag486.c:262
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag486.c:368
FieldActorEntry actor6
Definition wstag486.c:268
u16 actor11Conditions[]
Definition wstag486.c:254
FieldTalk actor2Talks[]
Definition wstag486.c:175
AreaBattle area2Battle6
Definition wstag486.c:123
u16 actor10Conditions[]
Definition wstag486.c:253
FieldTalk actor14Talks[]
Definition wstag486.c:223
FieldTalk actor5Talks[]
Definition wstag486.c:187
AreaBattle area1Battle6
Definition wstag486.c:110
FieldActorEntry actor5
Definition wstag486.c:267
AreaBattle area0Battle7
Definition wstag486.c:98
FieldActorEntry actor2
Definition wstag486.c:264
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag486.c:8
AreaBattle area3Battle4
Definition wstag486.c:134
AreaBattle area3Battle3
Definition wstag486.c:133
AreaBattle area0Battle1
Definition wstag486.c:92
AreaBattle area2Battle0
Definition wstag486.c:117
u16 actor9Conditions[]
Definition wstag486.c:248
FieldActorEntry * stageActors[]
Definition wstag486.c:277
AreaBattle area1Battle2
Definition wstag486.c:106
AreaBattle area3Battle0
Definition wstag486.c:130
AreaBattle area0Battle6
Definition wstag486.c:97
FieldTalk actor1Talks[]
Definition wstag486.c:171
u16 actor13Conditions[]
Definition wstag486.c:260
AreaBattle area3Battle2
Definition wstag486.c:132
FieldTalk actor0Talks[]
Definition wstag486.c:167
AreaBattle area3Battle1
Definition wstag486.c:131
AreaBattle area0Battle3
Definition wstag486.c:94
void endEvent745(void)
After event 745, with Trooper: sets flag 0x40A8.
Definition wstag486.c:14
FieldActorEntry actor10
Definition wstag486.c:272
FieldTalk actor4Talks[]
Definition wstag486.c:183
FieldActorEntry actor4
Definition wstag486.c:266
u16 actor3Conditions[]
Definition wstag486.c:235
AreaBattle area3Battle6
Definition wstag486.c:136
FieldTalk actor11Talks[]
Definition wstag486.c:211
FieldActorEntry actor8
Definition wstag486.c:270
ActorImage stageImages[]
Definition wstag486.c:146
u16 actor14Talk1Conditions[]
Definition wstag486.c:166
FieldTalk actor6Talks[]
Definition wstag486.c:191
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0014.
Definition wstag486.c:28
AreaBattle area2Battle4
Definition wstag486.c:121
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag486.c:295
FieldActorEntry actor9
Definition wstag486.c:271
u16 actor8Conditions[]
Definition wstag486.c:247
u16 actor5Conditions[]
Definition wstag486.c:240
FieldTalk actor10Talks[]
Definition wstag486.c:207
FieldTalk actor3Talks[]
Definition wstag486.c:179
FieldTalk actor9Talks[]
Definition wstag486.c:203
BattleList area3Battles
Definition wstag486.c:138
AreaBattle area3Battle5
Definition wstag486.c:135
AreaBattle area0Battle5
Definition wstag486.c:96
BattleList area1Battles
Definition wstag486.c:112
BattleList area2Battles
Definition wstag486.c:125
FieldActorEntry actor12
Definition wstag486.c:274
AreaBattle area1Battle4
Definition wstag486.c:108
u16 actor6Conditions[]
Definition wstag486.c:245
AreaBattle area2Battle2
Definition wstag486.c:119
u16 actor14Talk0Actions[]
Definition wstag486.c:165
AreaBattle area1Battle5
Definition wstag486.c:109
u16 actor14Conditions[]
Definition wstag486.c:261
FieldActorEntry actor7
Definition wstag486.c:269
StageSlot stageSlots[]
Definition wstag486.c:353
AreaBattle area2Battle1
Definition wstag486.c:118
FieldActorEntry actor13
Definition wstag486.c:275
AreaBattle area1Battle3
Definition wstag486.c:107
AreaBattle area1Battle0
Definition wstag486.c:104
FieldActorEntry actor11
Definition wstag486.c:273
FieldActorEntry actor1
Definition wstag486.c:263
AreaBattle area0Battle0
Definition wstag486.c:91
AreaBattle area0Battle2
Definition wstag486.c:93
FieldTalk actor13Talks[]
Definition wstag486.c:219
#define STAGE_FILE
Definition wstag486.c:25
AreaBattle area2Battle5
Definition wstag486.c:122
AreaBattle area1Battle1
Definition wstag486.c:105
u16 actor7Conditions[]
Definition wstag486.c:246
AreaBattle area2Battle3
Definition wstag486.c:120
u16 actor2Conditions[]
Definition wstag486.c:234
FieldTalk actor7Talks[]
Definition wstag486.c:195
AreaBattle area0Battle4
Definition wstag486.c:95
#define STAGE_TEXT
Definition wstag486.c:23
FieldTalk actor8Talks[]
Definition wstag486.c:199
FieldTalk actor12Talks[]
Definition wstag486.c:215
AreaBattle area3Battle7
Definition wstag486.c:137
BattleList area0Battles
Definition wstag486.c:99
AreaBattle area1Battle7
Definition wstag486.c:111
FieldActorEntry actor3
Definition wstag486.c:265
FieldBattles stageBattles[]
Definition wstag486.c:143
FieldActorEntry actor14
Definition wstag486.c:276
FieldEvent stageEvents[]
Definition wstag486.c:371
u16 actor12Conditions[]
Definition wstag486.c:259
u16 actor14Talk0Conditions[]
Definition wstag486.c:164
u16 actor0Conditions[]
Definition wstag486.c:228
s16 script745[]
Definition wstag486.c:50