Digimon World 3 decomp
The European version, SLES_039.36
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wstag490.c
Go to the documentation of this file.
1/*
2 * WSTAG490: Ether Jungle, South Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
8
9/* Creates the event object that the flags call for, the first that applies */
10void updateStage(StageTask *task, void **children) {
11 switch (task->state) {
12 case TASK_INIT:
13 default:
15 children[0] = FIELDSTG_startEvent(0x4F4);
17 children[0] = FIELDSTG_startEvent(0x4FE);
18 }
19 task->nextState(task);
20 break;
21 case TASK_RUN:
22 case TASK_DONE:
23 case TASK_KILL:
24 break;
25 }
26}
27
28#define STAGE_CHILDREN_SIZE 4
30
31/*
32 * After event 1267, with WarGrowlmon: lets event 1268 start and starts the
33 * stage's event battle 0
34 */
39
40/*
41 * After event 1268, with WarGrowlmon: gives the player the Guilmon DDNA and
42 * keeps it from playing again
43 */
48
49/* After event 1277, with GrapLeomon: lets event 1278 start and starts the stage's event battle 1 */
54
55/*
56 * After event 1278, with GrapLeomon: gives the player the Kumamon DDNA and
57 * keeps it from playing again
58 */
63
64#if VERSION_US || VERSION_JP
65#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
66#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
67#define STAGE_FILE 0x3EF
68#elif VERSION_EU
69#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
70#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
71#define STAGE_FILE 0x3FF
72#endif
73/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0013 */
95
97 SCRIPT_FOLLOW(1, 2),
98 SCRIPT_WALK(2, 0x3E5, 0x187, 5),
99 SCRIPT_PLACE(0x7E, 0x405, 0x177),
100 SCRIPT_POSE(0x7E, 1, 1),
103 SCRIPT_POSE(2, 1, 5),
104 SCRIPT_WAIT(6),
105 SCRIPT_WAIT(0x1E),
106 SCRIPT_TALK(0, 1, 2, 3),
107 SCRIPT_POSE(2, 7, 5),
109 SCRIPT_POSE(2, 1, 5),
110 SCRIPT_WAIT(0x1E),
111 SCRIPT_TALK(0, 2, 0x7E, 0),
113 SCRIPT_WAIT(0x1E),
115};
117 SCRIPT_FOLLOW(1, 2),
118 SCRIPT_PLACE(2, 0x3E5, 0x187),
119 SCRIPT_POSE(2, 1, 5),
120 SCRIPT_PLACE(0x7E, 0x405, 0x177),
121 SCRIPT_POSE(0x7E, 1, 1),
122 SCRIPT_WAIT(0x78),
123 SCRIPT_TALK(0, 1, 2, 3),
124 SCRIPT_POSE(2, 7, 5),
126 SCRIPT_POSE(2, 1, 5),
127 SCRIPT_WAIT(0x1E),
128 SCRIPT_TALK(0, 2, 0x7E, 0),
131 SCRIPT_WAIT(0x1E),
132 SCRIPT_TALK(0, 3, 2, 3),
133 SCRIPT_POSE(2, 7, 5),
135 SCRIPT_POSE(2, 1, 5),
136 SCRIPT_WAIT(0x3C),
138};
140 SCRIPT_FOLLOW(1, 2),
141 SCRIPT_WALK(2, 0x138, 0x2D4, 3),
142 SCRIPT_PLACE(0x81, 0x118, 0x2C4),
143 SCRIPT_POSE(0x81, 1, 7),
146 SCRIPT_POSE(2, 1, 3),
147 SCRIPT_WAIT(6),
148 SCRIPT_WAIT(0x1E),
149 SCRIPT_TALK(0, 1, 2, 1),
150 SCRIPT_POSE(2, 7, 3),
152 SCRIPT_POSE(2, 1, 3),
153 SCRIPT_WAIT(0x1E),
154 SCRIPT_TALK(0, 2, 0x81, 2),
156 SCRIPT_WAIT(0x1E),
158};
160 SCRIPT_FOLLOW(1, 2),
161 SCRIPT_PLACE(2, 0x138, 0x2D4),
162 SCRIPT_POSE(2, 1, 3),
163 SCRIPT_PLACE(0x81, 0x118, 0x2C4),
164 SCRIPT_POSE(0x81, 1, 7),
165 SCRIPT_WAIT(0x78),
166 SCRIPT_TALK(0, 1, 2, 1),
167 SCRIPT_POSE(2, 7, 3),
169 SCRIPT_POSE(2, 1, 3),
170 SCRIPT_WAIT(0x1E),
171 SCRIPT_TALK(0, 2, 0x81, 2),
174 SCRIPT_WAIT(0x1E),
175 SCRIPT_TALK(0, 3, 2, 1),
176 SCRIPT_POSE(2, 7, 3),
178 SCRIPT_POSE(2, 1, 3),
179 SCRIPT_WAIT(0x3C),
181};
195AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
196AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
197AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
198AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
199AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
200AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
201AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
202AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
208AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
209AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
210AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
211AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
212AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
213AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
214AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
215AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
223AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
226AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
238 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
239 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
240 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
241 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
242 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
243 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
244 { 0x1C0, 0x100, 0x1F6, 0x158, 0x2D8, 0x58, 0x160, 0x1FE },
245 { 0x1C0, 0x100, 0x1F0, 0x158, 0x2C0, 0x58, 0x170, 0x1FE },
246 { 0x180, 0x100, 0x19E, 0x133, 0x178, 0x33, 0x150, 0x1FD },
247 { 0x180, 0x100, 0x1B0, 0x1CC, 0x1C0, 0xCC, 0x160, 0x1FD },
248 { 0x1C0, 0x100, 0x1C8, 0x15A, 0x220, 0x5A, 0x170, 0x1FD },
249};
257 { NULL, NULL, 0x22 },
258 { NULL, NULL, 0 },
259};
261 { NULL, NULL, 0x144 },
262 { NULL, NULL, 0 },
263};
265 { NULL, NULL, 0x147 },
266 { NULL, NULL, 0 },
267};
269 { NULL, NULL, 0x145 },
270 { NULL, NULL, 0 },
271};
273 { NULL, NULL, 0x143 },
274 { NULL, NULL, 0 },
275};
277 { NULL, NULL, 0x335 },
278 { NULL, NULL, 0 },
279};
282 { actor6Talk1Conditions, NULL, 0x2C0 },
283 { NULL, NULL, 0 },
284};
287 { actor7Talk1Conditions, NULL, 0x2CA },
288 { NULL, NULL, 0 },
289};
291 { NULL, NULL, 0x146 },
292 { NULL, NULL, 0 },
293};
313 &actor0,
314 &actor1,
315 &actor2,
316 &actor3,
317 &actor4,
318 &actor5,
319 &actor6,
320 &actor7,
321 &actor8,
322 NULL,
323};
325 { 1, 0, 0x40, 2, 0xC, 1, 0xC, 0x11, 8, 0, 330, 130, 0, 0 },
326 { 1, 0, 0x40, 2, 0xC, 1, 0xC, 0x11, 8, 0, 555, 650, 0, 0 },
327 { 1, 0, 0x40, 2, 0xC, 1, 0xC, 0x11, 8, 0, 1017, 793, 0, 0 },
328 { 1, 0, 0x70, 2, 0xA, 0, 0, 0, 0, 0, 896, 548, 0, 0 },
329 { 1, 0, 0x78, 2, 0xB, 0, 0, 0, 0, 0, 768, 265, 0, 0 },
330 { 1, 0, 0x40, 6, 0x62, 2, 0, 0xD, 0xA, 0, 902, 118, 0, 0 },
331 { 1, 0, 0x40, 6, 0x58, 1, 0x58, 0x61, 0xA, 0, 324, 437, 0, 0 },
332 { 1, 0, 0x40, 6, 0x58, 1, 0x58, 0x61, 0xA, 0, 480, 1007, 0, 0 },
333 { 1, 0, 0x40, 6, 0x58, 1, 0x58, 0x61, 0xA, 0, 1091, 911, 0, 0 },
334 { 1, 0, 0x40, 6, 0x28, 1, 0x28, 0x31, 0xA, 0, 259, 436, 0, 0 },
335 { 1, 0, 0x40, 6, 0x28, 1, 0x28, 0x31, 0xA, 0, 452, 984, 0, 0 },
336 { 1, 0, 0x40, 6, 0x28, 1, 0x28, 0x31, 0xA, 0, 1034, 904, 0, 0 },
337 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 70, 825, 0, 0 },
338 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 200, 1009, 0, 0 },
339 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 200, 1054, 0, 0 },
340 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 562, 1103, 0, 0 },
341 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 683, 1086, 0, 0 },
342 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 260, 993, 0, 0 },
343 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 155, 855, 0, 0 },
344 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 281, 1130, 0, 0 },
345 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 30, 836, 0, 0 },
346 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 220, 983, 0, 0 },
347 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 301, 1071, 0, 0 },
348 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 438, 1073, 0, 0 },
349 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 530, 1107, 0, 0 },
350 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 651, 1054, 0, 0 },
351 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 743, 1116, 0, 0 },
352 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 842, 1095, 0, 0 },
353 { 1, 0, 0x40, 0xA, 0x47, 1, 0x47, 0x4A, 0xA, 0, 29, 789, 0, 0 },
354 { 1, 0, 0x40, 0xA, 0x47, 1, 0x47, 0x4A, 0xA, 0, 148, 1013, 0, 0 },
355 { 1, 0, 0x40, 0xA, 0x47, 1, 0x47, 0x4A, 0xA, 0, 162, 889, 0, 0 },
356 { 1, 0, 0x40, 0xA, 0x47, 1, 0x47, 0x4A, 0xA, 0, 471, 1092, 0, 0 },
357 { 1, 0, 0x40, 0xA, 0x47, 1, 0x47, 0x4A, 0xA, 0, 701, 1043, 0, 0 },
358 { 1, 0, 0x40, 0xA, 0x47, 1, 0x47, 0x4A, 0xA, 0, 802, 1118, 0, 0 },
359 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0xA, 0, 109, 831, 0, 0 },
360 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0xA, 0, 166, 952, 0, 0 },
361 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0xA, 0, 241, 980, 0, 0 },
362 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0xA, 0, 336, 1112, 0, 0 },
363 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0xA, 0, 377, 1083, 0, 0 },
364 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0xA, 0, 502, 1067, 0, 0 },
365 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0xA, 0, 588, 1055, 0, 0 },
366 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0xA, 0, 599, 1017, 0, 0 },
367 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0xA, 0, 659, 1036, 0, 0 },
368 { 1, 0, 0x40, 4, 0x4F, 1, 0x4F, 0x57, 0xA, 0, 103, 696, 1152, 0 },
369 { 1, 0, 0x40, 4, 0x4F, 1, 0x4F, 0x57, 0xA, 0, 287, 790, 1152, 0 },
370 { 1, 0, 0x40, 4, 0x4F, 1, 0x4F, 0x57, 0xA, 0, 319, 634, 1152, 0 },
371 { 1, 0, 0x40, 4, 0x4F, 1, 0x4F, 0x57, 0xA, 0, 331, 860, 1152, 0 },
372 { 1, 0, 0x40, 4, 0x4F, 1, 0x4F, 0x57, 0xA, 0, 425, 935, 1152, 0 },
373 { 1, 0, 0x58, 4, 0, 0, 0, 0, 0, 0, 566, 586, 673, 0 },
374 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 455, 303, 335, 0 },
375 { 1, 0, 0x50, 4, 1, 0, 0, 0, 0, 0, 1013, 384, 452, 0 },
376 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 959, 427, 502, 0 },
377 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 310, 860, 900, 0 },
378 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 455, 303, 335, 0 },
379 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 448, 513, 569, 0 },
380 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 592, 744, 782, 0 },
381 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 992, 151, 200, 0 },
382 { 1, 0, 0x64, 4, 0x12, 0, 0, 0, 0, 0, 445, 977, 1021, 0 },
383 { 1, 0, 0x64, 4, 0x13, 0, 0, 0, 0, 0, 896, 756, 810, 0 },
384 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 80, 759, 759, 0 },
385 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 224, 191, 191, 0 },
386 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 256, 223, 223, 0 },
387 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 304, 247, 247, 0 },
388 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 368, 471, 471, 0 },
389 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 447, 647, 647, 0 },
390 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 464, 439, 439, 0 },
391 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 464, 615, 615, 0 },
392 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 496, 471, 471, 0 },
393 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 512, 559, 559, 0 },
394 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 613, 879, 879, 0 },
395 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 624, 839, 839, 0 },
396 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 640, 447, 447, 0 },
397 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 688, 487, 487, 0 },
398 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 688, 887, 887, 0 },
399 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 704, 543, 543, 0 },
400 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 752, 935, 935, 0 },
401 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 784, 871, 871, 0 },
402 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 816, 823, 823, 0 },
403 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
404};
406 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23D, 0x372, 0x272, 3, 0, 0, 0 },
407 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x242, 0x90, 0x128, 5, 0, 0, 0 },
408 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23B, 0xA0, 0x80, 7, 0, 0, 0 },
409 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 4, 1 },
410 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 1, 2 },
411 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 4, 1 },
412 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFB0, 0x48, 0, 0, 0, 0, 0 },
413 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFB0, 0x20, 0, 0, 0, 0, 0 },
414 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 4, 1 },
415 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
416};
417void (*stageFuncs[])(void) = {
419};
421 { 1267, script1267, EVENT_TEXT(0x15), NULL, endEvent1267 },
422 { 1268, script1268, EVENT_TEXT(0x16), NULL, endEvent1268 },
423 { 1277, script1277, EVENT_TEXT(0x17), NULL, endEvent1277 },
424 { 1278, script1278, EVENT_TEXT(0x18), NULL, endEvent1278 },
425 { -1, NULL, 0, NULL, NULL },
426};
#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
#define TASK_RUN
Definition task.h:35
#define TASK_KILL
Definition task.h:37
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
Definition task.h:34
#define TASK_DONE
Definition task.h:36
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
Definition event.c:250
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
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#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 SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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 SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
Definition field_map.h:171
#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_ICON3
its substate 3, with ITEM_GET
Definition field_map.h:44
#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 EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
Definition game_state.h:72
#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 MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#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_ETHER_JUNGLE
ENV_0013: the Ether Jungle.
Definition sound.h:129
#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_GUILMON_DDNA_REQUESTED
wstag420: DRI Jimmy asks the player to get Guilmon DDNA from WarGrowlmon; tested in wstag490 with the...
Definition story.h:588
#define FLAG_GRAPLEOMON_DDNA_REQUEST_SEEN
wstag490 event 1268: the player asks GrapLeomon for the Kumamon DDNA and he wants a battle; set at it...
Definition story.h:1366
#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_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ 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 SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#define FLAG_GRAPLEOMON_DDNA_FOUGHT
wstag490 Ether Jungle: set when talking to GrapLeomon starts his Kumamon DDNA challenge event; later ...
Definition story.h:1179
#define FLAG_GRAPLEOMON_WIN_SEEN
wstag490 event 1277: GrapLeomon loses and gives the Kumamon DDNA; set at its end, tested 1 to start e...
Definition story.h:1393
#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_WARGROWLMON_WIN_SEEN
wstag490 event 1267: WarGrowlmon loses and gives the Guilmon DDNA; set at its end,...
Definition story.h:1363
#define FLAG_PAILDRAMON_DDNA_REQUEST_SEEN
wstag490 event 1278: the player asks Paildramon for the Veemon DDNA and he wants a battle; set at its...
Definition story.h:1396
#define FLAG_WARGROWLMON_DDNA_FOUGHT
wstag490 Ether Jungle: set when talking to WarGrowlmon starts his Guilmon DDNA challenge event; later...
Definition story.h:1164
#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_KUMAMON_DDNA_REQUESTED
wstag635: DRI Yuji wants Kumamon DDNA from GrapLeomon; tested at GrapLeomon in wstag490 with the DDNA...
Definition story.h:600
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
s32(* checkCondition)(u16 code, u16 value)
Definition game_state.h:53
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
The task a stage starts (startStage), updated by its updateStage.
Definition stage.h:26
void(* nextState)(struct StageTask *task)
Definition stage.h:27
s32 state
Definition stage.h:27
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 wstag490.c:295
AreaBattle area2Battle7
Definition wstag490.c:215
u16 actor6Talk0Actions[]
Definition wstag490.c:251
FieldActorEntry actor0
Definition wstag490.c:303
s16 script1268[]
Definition wstag490.c:116
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag490.c:417
FieldActorEntry actor6
Definition wstag490.c:309
u16 actor7Talk1Conditions[]
Definition wstag490.c:255
FieldTalk actor2Talks[]
Definition wstag490.c:264
AreaBattle area2Battle6
Definition wstag490.c:214
s16 script1278[]
Definition wstag490.c:159
FieldTalk actor5Talks[]
Definition wstag490.c:276
AreaBattle area1Battle6
Definition wstag490.c:201
FieldActorEntry actor5
Definition wstag490.c:308
void endEvent1277(void)
After event 1277, with GrapLeomon: lets event 1278 start and starts the stage's event battle 1.
Definition wstag490.c:50
AreaBattle area0Battle7
Definition wstag490.c:189
FieldActorEntry actor2
Definition wstag490.c:305
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag490.c:7
s16 script1267[]
Definition wstag490.c:96
u16 actor6Talk1Conditions[]
Definition wstag490.c:252
AreaBattle area3Battle4
Definition wstag490.c:225
void endEvent1278(void)
After event 1278, with GrapLeomon: gives the player the Kumamon DDNA and keeps it from playing again.
Definition wstag490.c:59
AreaBattle area3Battle3
Definition wstag490.c:224
AreaBattle area0Battle1
Definition wstag490.c:183
AreaBattle area2Battle0
Definition wstag490.c:208
u16 actor7Talk0Conditions[]
Definition wstag490.c:253
FieldActorEntry * stageActors[]
Definition wstag490.c:312
u16 actor7Talk0Actions[]
Definition wstag490.c:254
AreaBattle area1Battle2
Definition wstag490.c:197
AreaBattle area3Battle0
Definition wstag490.c:221
AreaBattle area0Battle6
Definition wstag490.c:188
FieldTalk actor1Talks[]
Definition wstag490.c:260
AreaBattle area3Battle2
Definition wstag490.c:223
FieldTalk actor0Talks[]
Definition wstag490.c:256
AreaBattle area3Battle1
Definition wstag490.c:222
AreaBattle area0Battle3
Definition wstag490.c:185
FieldTalk actor4Talks[]
Definition wstag490.c:272
u16 actor4Conditions[]
Definition wstag490.c:298
FieldActorEntry actor4
Definition wstag490.c:307
u16 actor3Conditions[]
Definition wstag490.c:297
AreaBattle area3Battle6
Definition wstag490.c:227
s16 script1277[]
Definition wstag490.c:139
FieldActorEntry actor8
Definition wstag490.c:311
ActorImage stageImages[]
Definition wstag490.c:237
FieldTalk actor6Talks[]
Definition wstag490.c:280
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0013.
Definition wstag490.c:74
void endEvent1267(void)
After event 1267, with WarGrowlmon: lets event 1268 start and starts the stage's event battle 0.
Definition wstag490.c:35
AreaBattle area2Battle4
Definition wstag490.c:212
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag490.c:324
u16 actor8Conditions[]
Definition wstag490.c:302
u16 actor5Conditions[]
Definition wstag490.c:299
FieldTalk actor3Talks[]
Definition wstag490.c:268
BattleList area3Battles
Definition wstag490.c:229
AreaBattle area3Battle5
Definition wstag490.c:226
AreaBattle area0Battle5
Definition wstag490.c:187
BattleList area1Battles
Definition wstag490.c:203
BattleList area2Battles
Definition wstag490.c:216
AreaBattle area1Battle4
Definition wstag490.c:199
u16 actor6Talk0Conditions[]
Definition wstag490.c:250
u16 actor6Conditions[]
Definition wstag490.c:300
AreaBattle area2Battle2
Definition wstag490.c:210
AreaBattle area1Battle5
Definition wstag490.c:200
FieldActorEntry actor7
Definition wstag490.c:310
StageSlot stageSlots[]
Definition wstag490.c:405
AreaBattle area2Battle1
Definition wstag490.c:209
AreaBattle area1Battle3
Definition wstag490.c:198
AreaBattle area1Battle0
Definition wstag490.c:195
FieldActorEntry actor1
Definition wstag490.c:304
AreaBattle area0Battle0
Definition wstag490.c:182
AreaBattle area0Battle2
Definition wstag490.c:184
#define STAGE_FILE
Definition wstag490.c:71
AreaBattle area2Battle5
Definition wstag490.c:213
AreaBattle area1Battle1
Definition wstag490.c:196
u16 actor7Conditions[]
Definition wstag490.c:301
AreaBattle area2Battle3
Definition wstag490.c:211
void endEvent1268(void)
After event 1268, with WarGrowlmon: gives the player the Guilmon DDNA and keeps it from playing again...
Definition wstag490.c:44
u16 actor2Conditions[]
Definition wstag490.c:296
FieldTalk actor7Talks[]
Definition wstag490.c:285
AreaBattle area0Battle4
Definition wstag490.c:186
#define STAGE_TEXT
Definition wstag490.c:69
FieldTalk actor8Talks[]
Definition wstag490.c:290
AreaBattle area3Battle7
Definition wstag490.c:228
BattleList area0Battles
Definition wstag490.c:190
AreaBattle area1Battle7
Definition wstag490.c:202
FieldActorEntry actor3
Definition wstag490.c:306
FieldBattles stageBattles[]
Definition wstag490.c:234
FieldEvent stageEvents[]
Definition wstag490.c:420
u16 actor0Conditions[]
Definition wstag490.c:294