Digimon World 3 decomp
The European version, SLES_039.36
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wstag491.c
Go to the documentation of this file.
1/*
2 * WSTAG491: Ether Jungle, South Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG490.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
14#define STAGE_FILE 0x5AA
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x5BA
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0013 */
39
53AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
96 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
97 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
98 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
99 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
100 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
101 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
102 { 0x1C0, 0x100, 0x1EC, 0x100, 0x2B0, 0, 0x150, 0x1FE },
103 { 0x1C0, 0x100, 0x1F4, 0x100, 0x2D0, 0, 0x160, 0x1FE },
104 { 0x1C0, 0x100, 0x1E2, 0x118, 0x288, 0x18, 0x170, 0x1FE },
105 { 0x1C0, 0x100, 0x1EA, 0x128, 0x2A8, 0x28, 0x150, 0x1FD },
106 { 0x1C0, 0x100, 0x1C8, 0x118, 0x220, 0x18, 0x160, 0x1FD },
107};
109u16 actor6Talk1Conditions[] = { ITEM(3, 0x67), 0, FLAG(0, 0), 0, CODES_END };
111u16 actor6Talk2Conditions[] = { ITEM(3, 0x67), 0, FLAG(0, 0), 1, ITEM(2, 0x63), 0, CODES_END };
112u16 actor6Talk3Conditions[] = { ITEM(3, 0x67), 0, FLAG(0, 0), 1, ITEM(2, 0x63), 1, CODES_END };
114 ITEM(3, 0x67), 1,
115 ITEM(3, 0x66), 0,
116 ITEM(2, 0x63), 0,
118 CODES_END,
119};
121 { NULL, NULL, 0x104 },
122 { NULL, NULL, 0 },
123};
125 { NULL, NULL, 0x107 },
126 { NULL, NULL, 0 },
127};
129 { NULL, NULL, 0x106 },
130 { NULL, NULL, 0 },
131};
133 { NULL, NULL, 0x108 },
134 { NULL, NULL, 0 },
135};
137 { NULL, NULL, 0x103 },
138 { NULL, NULL, 0 },
139};
141 { NULL, NULL, 0x105 },
142 { NULL, NULL, 0 },
143};
176 ITEM(3, 0x66), 1,
177 ITEM(3, 0x67), 0,
178 CODES_END,
179};
188 &actor0,
189 &actor1,
190 &actor2,
191 &actor3,
192 &actor4,
193 &actor5,
194 &actor6,
195 NULL,
196};
198 { 1, 0, 0x70, 2, 0xA, 0, 0, 0, 0, 0, 896, 548, 0, 0 },
199 { 1, 0, 0x78, 2, 0xB, 0, 0, 0, 0, 0, 768, 265, 0, 0 },
200 { 1, 0, 0x40, 2, 0xC, 0, 0, 0, 0, 0, 323, 130, 0, 0 },
201 { 1, 0, 0x40, 2, 0xC, 0, 0, 0, 0, 0, 548, 651, 0, 0 },
202 { 1, 0, 0x40, 2, 0xC, 0, 0, 0, 0, 0, 1011, 794, 0, 0 },
203 { 1, 0, 0x40, 6, 0x62, 2, 0, 0xD, 0xA, 0, 902, 118, 0, 0 },
204 { 1, 0, 0x40, 6, 0x58, 1, 0x58, 0x61, 0xA, 0, 324, 437, 0, 0 },
205 { 1, 0, 0x40, 6, 0x58, 1, 0x58, 0x61, 0xA, 0, 480, 1007, 0, 0 },
206 { 1, 0, 0x40, 6, 0x58, 1, 0x58, 0x61, 0xA, 0, 1091, 911, 0, 0 },
207 { 1, 0, 0x40, 6, 0x28, 1, 0x28, 0x31, 0xA, 0, 259, 436, 0, 0 },
208 { 1, 0, 0x40, 6, 0x28, 1, 0x28, 0x31, 0xA, 0, 452, 984, 0, 0 },
209 { 1, 0, 0x40, 6, 0x28, 1, 0x28, 0x31, 0xA, 0, 1034, 904, 0, 0 },
210 { 1, 0, 0x40, 6, 0x34, 1, 0x34, 0x43, 0xA, 0, 121, 863, 0, 0 },
211 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x4E, 0xA, 0, 231, 1080, 0, 0 },
212 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x4E, 0xA, 0, 643, 1068, 0, 0 },
213 { 1, 0, 0x64, 6, 0x14, 0, 0, 0, 0, 0, 177, 889, 0, 0 },
214 { 1, 0, 0x64, 6, 0x15, 0, 0, 0, 0, 0, 31, 789, 0, 0 },
215 { 1, 0, 0x40, 4, 0x4F, 1, 0x4F, 0x57, 0xA, 0, 103, 696, 1152, 0 },
216 { 1, 0, 0x40, 4, 0x4F, 1, 0x4F, 0x57, 0xA, 0, 287, 790, 1152, 0 },
217 { 1, 0, 0x40, 4, 0x4F, 1, 0x4F, 0x57, 0xA, 0, 319, 634, 1152, 0 },
218 { 1, 0, 0x40, 4, 0x4F, 1, 0x4F, 0x57, 0xA, 0, 331, 860, 1152, 0 },
219 { 1, 0, 0x40, 4, 0x4F, 1, 0x4F, 0x57, 0xA, 0, 425, 935, 1152, 0 },
220 { 1, 0, 0x58, 4, 0, 0, 0, 0, 0, 0, 566, 586, 673, 0 },
221 { 1, 0, 0x50, 4, 1, 0, 0, 0, 0, 0, 1013, 384, 452, 0 },
222 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 959, 427, 502, 0 },
223 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 310, 860, 900, 0 },
224 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 448, 513, 569, 0 },
225 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 592, 744, 782, 0 },
226 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 992, 151, 200, 0 },
227 { 1, 0, 0x64, 4, 0x12, 0, 0, 0, 0, 0, 445, 977, 1021, 0 },
228 { 1, 0, 0x64, 4, 0x13, 0, 0, 0, 0, 0, 896, 756, 810, 0 },
229 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 80, 759, 759, 0 },
230 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 224, 191, 191, 0 },
231 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 256, 223, 223, 0 },
232 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 304, 247, 247, 0 },
233 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 368, 471, 471, 0 },
234 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 447, 647, 647, 0 },
235 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 464, 439, 439, 0 },
236 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 464, 615, 615, 0 },
237 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 496, 471, 471, 0 },
238 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 512, 559, 559, 0 },
239 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 613, 879, 879, 0 },
240 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 624, 839, 839, 0 },
241 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 640, 447, 447, 0 },
242 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 688, 487, 487, 0 },
243 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 688, 887, 887, 0 },
244 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 704, 543, 543, 0 },
245 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 752, 935, 935, 0 },
246 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 784, 871, 871, 0 },
247 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 816, 823, 823, 0 },
248 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
249};
251 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2AA, 0x372, 0x272, 3, 0, 0, 0 },
252 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2AF, 0x90, 0x128, 5, 0, 0, 0 },
253 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A8, 0xA0, 0x80, 7, 0, 0, 0 },
254 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 4, 2 },
255 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 8, 2 },
256 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 0xE, 1 },
257 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFB0, 0x48, 0, 0, 0, 0, 0 },
258 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFB0, 0x20, 0, 0, 0, 0, 0 },
259 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 0xE, 1 },
260 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
261};
262void (*stageFuncs[])(void) = {
264};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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 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 FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SLOT_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
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(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_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
#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 SPECIAL_KOTEMON_IN_PARTY
PARTNER_KOTEMON is in the party.
Definition story.h:1709
#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_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
#define SPECIAL_KOTEMON_LEVEL_45
PARTNER_KOTEMON is unlocked and at level 45 or more.
Definition story.h:1749
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
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
Definition field_map.h:100
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
Definition field_map.h:104
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
Definition field_map.h:445
s32 soundBank
SOUND.loadBank's, or 0.
Definition field_map.h:459
StageTile * objects
the map objects, up to the first margin 0
Definition field_map.h:446
s32 imageFile
or an image archive file, or 0
Definition field_map.h:449
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
s32 textFile
the stage's text file, for the talks
Definition field_map.h:461
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
Definition field_map.h:460
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
Definition field_map.h:176
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
Definition field_map.h:208
Definition gfx.h:352
u16 actor1Conditions[]
Definition wstag491.c:156
AreaBattle area2Battle7
Definition wstag491.c:73
FieldActorEntry actor0
Definition wstag491.c:180
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag491.c:262
FieldActorEntry actor6
Definition wstag491.c:186
FieldTalk actor2Talks[]
Definition wstag491.c:128
AreaBattle area2Battle6
Definition wstag491.c:72
FieldTalk actor5Talks[]
Definition wstag491.c:140
AreaBattle area1Battle6
Definition wstag491.c:59
FieldActorEntry actor5
Definition wstag491.c:185
AreaBattle area0Battle7
Definition wstag491.c:47
FieldActorEntry actor2
Definition wstag491.c:182
u16 actor6Talk1Conditions[]
Definition wstag491.c:109
AreaBattle area3Battle4
Definition wstag491.c:83
AreaBattle area3Battle3
Definition wstag491.c:82
AreaBattle area0Battle1
Definition wstag491.c:41
AreaBattle area2Battle0
Definition wstag491.c:66
FieldActorEntry * stageActors[]
Definition wstag491.c:187
AreaBattle area1Battle2
Definition wstag491.c:55
AreaBattle area3Battle0
Definition wstag491.c:79
u16 actor6Talk2Conditions[]
Definition wstag491.c:111
AreaBattle area0Battle6
Definition wstag491.c:46
FieldTalk actor1Talks[]
Definition wstag491.c:124
AreaBattle area3Battle2
Definition wstag491.c:81
FieldTalk actor0Talks[]
Definition wstag491.c:120
AreaBattle area3Battle1
Definition wstag491.c:80
AreaBattle area0Battle3
Definition wstag491.c:43
FieldTalk actor4Talks[]
Definition wstag491.c:136
u16 actor4Conditions[]
Definition wstag491.c:167
FieldActorEntry actor4
Definition wstag491.c:184
u16 actor3Conditions[]
Definition wstag491.c:166
AreaBattle area3Battle6
Definition wstag491.c:85
u16 actor6Talk3Actions[]
Definition wstag491.c:113
ActorImage stageImages[]
Definition wstag491.c:95
FieldTalk actor6Talks[]
Definition wstag491.c:144
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0013.
Definition wstag491.c:20
AreaBattle area2Battle4
Definition wstag491.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag491.c:197
u16 actor5Conditions[]
Definition wstag491.c:172
FieldTalk actor3Talks[]
Definition wstag491.c:132
BattleList area3Battles
Definition wstag491.c:87
u16 actor6Talk3Conditions[]
Definition wstag491.c:112
AreaBattle area3Battle5
Definition wstag491.c:84
AreaBattle area0Battle5
Definition wstag491.c:45
BattleList area1Battles
Definition wstag491.c:61
BattleList area2Battles
Definition wstag491.c:74
AreaBattle area1Battle4
Definition wstag491.c:57
u16 actor6Talk0Conditions[]
Definition wstag491.c:108
u16 actor6Conditions[]
Definition wstag491.c:173
AreaBattle area2Battle2
Definition wstag491.c:68
AreaBattle area1Battle5
Definition wstag491.c:58
StageSlot stageSlots[]
Definition wstag491.c:250
AreaBattle area2Battle1
Definition wstag491.c:67
AreaBattle area1Battle3
Definition wstag491.c:56
AreaBattle area1Battle0
Definition wstag491.c:53
FieldActorEntry actor1
Definition wstag491.c:181
AreaBattle area0Battle0
Definition wstag491.c:40
AreaBattle area0Battle2
Definition wstag491.c:42
#define STAGE_FILE
Definition wstag491.c:17
AreaBattle area2Battle5
Definition wstag491.c:71
AreaBattle area1Battle1
Definition wstag491.c:54
AreaBattle area2Battle3
Definition wstag491.c:69
u16 actor6Talk1Actions[]
Definition wstag491.c:110
u16 actor2Conditions[]
Definition wstag491.c:161
AreaBattle area0Battle4
Definition wstag491.c:44
#define STAGE_TEXT
Definition wstag491.c:16
AreaBattle area3Battle7
Definition wstag491.c:86
BattleList area0Battles
Definition wstag491.c:48
AreaBattle area1Battle7
Definition wstag491.c:60
FieldActorEntry actor3
Definition wstag491.c:183
FieldBattles stageBattles[]
Definition wstag491.c:92
u16 actor0Conditions[]
Definition wstag491.c:151