Digimon World 3 decomp
The European version, SLES_039.36
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wstag495.c
Go to the documentation of this file.
1/*
2 * WSTAG495: South Cape, South Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
13#define STAGE_FILE 0x3B7
14#elif VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
16#define STAGE_FILE 0x3C7
17#endif
18/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0014 */
38
65AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
95 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
96 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
97 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
98 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
99 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
100 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
101 { 0x140, 0x100, 0x16C, 0x130, 0xB0, 0x30, 0x150, 0x1FF },
102 { 0x140, 0x100, 0x174, 0x130, 0xD0, 0x30, 0x160, 0x1FF },
103 { 0x140, 0x100, 0x16C, 0x100, 0xB0, 0, 0x170, 0x1FF },
104 { 0x140, 0x100, 0x16C, 0x158, 0xB0, 0x58, 0x140, 0x1FE },
105};
112 FLAG(0, 0), 1,
113 PARTY_STAT(2), 1,
114 PARTY_STAT(4), 1,
116 CODES_END,
117};
120 FLAG(0, 0), 1,
121 PARTY_STAT(2), 1,
122 PARTY_STAT(4), 1,
124 ITEM(0, 0x12), 0,
125 CODES_END,
126};
128 FLAG(0, 0), 1,
129 PARTY_STAT(2), 1,
130 PARTY_STAT(4), 1,
132 ITEM(0, 0x12), 1,
133 PARTY_STAT(6), 0,
134 CODES_END,
135};
137 FLAG(0, 0), 1,
138 PARTY_STAT(4), 1,
140 PARTY_STAT(2), 1,
141 ITEM(0, 0x12), 1,
142 PARTY_STAT(6), 1,
143 CODES_END,
144};
152 PARTY_STAT(2), 1,
154 FLAG(0, 0), 1,
155 PARTY_STAT(4), 1,
156 CODES_END,
157};
160 FLAG(0, 0), 1,
161 PARTY_STAT(2), 1,
162 PARTY_STAT(4), 1,
164 ITEM(0, 0x12), 0,
165 CODES_END,
166};
168 FLAG(0, 0), 1,
169 PARTY_STAT(2), 1,
170 PARTY_STAT(4), 1,
172 ITEM(0, 0x12), 1,
173 PARTY_STAT(6), 0,
174 CODES_END,
175};
177 FLAG(0, 0), 1,
178 PARTY_STAT(2), 1,
179 PARTY_STAT(4), 1,
181 ITEM(0, 0x12), 1,
182 PARTY_STAT(6), 1,
183 CODES_END,
184};
192 PARTY_STAT(2), 1,
194 FLAG(0, 0), 1,
195 PARTY_STAT(4), 1,
196 CODES_END,
197};
200 PARTY_STAT(2), 1,
202 FLAG(0, 0), 1,
203 PARTY_STAT(4), 1,
204 ITEM(0, 0x12), 0,
205 CODES_END,
206};
208 FLAG(0, 0), 1,
209 PARTY_STAT(4), 1,
210 PARTY_STAT(2), 1,
212 ITEM(0, 0x12), 1,
213 PARTY_STAT(6), 0,
214 CODES_END,
215};
217 FLAG(0, 0), 1,
218 PARTY_STAT(2), 1,
219 PARTY_STAT(4), 1,
221 ITEM(0, 0x12), 1,
222 PARTY_STAT(6), 1,
223 CODES_END,
224};
231u16 actor9Talk0Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 0, CODES_END };
233u16 actor9Talk1Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 1, CODES_END };
241 FLAG(0, 0), 1,
242 PARTY_STAT(2), 1,
243 PARTY_STAT(4), 1,
245 CODES_END,
246};
249 FLAG(0, 0), 1,
250 PARTY_STAT(2), 1,
251 PARTY_STAT(4), 1,
253 ITEM(0, 0x12), 0,
254 CODES_END,
255};
257 FLAG(0, 0), 1,
258 PARTY_STAT(2), 1,
259 PARTY_STAT(4), 1,
261 ITEM(0, 0x12), 1,
262 PARTY_STAT(6), 0,
263 CODES_END,
264};
266 FLAG(0, 0), 1,
267 PARTY_STAT(2), 1,
268 PARTY_STAT(4), 1,
270 ITEM(0, 0x12), 1,
271 PARTY_STAT(6), 1,
272 CODES_END,
273};
296 { NULL, NULL, 0xB2 },
297 { NULL, NULL, 0 },
298};
316 { NULL, NULL, 0x332 },
317 { NULL, NULL, 0 },
318};
320 { NULL, NULL, 0x332 },
321 { NULL, NULL, 0 },
322};
324 { NULL, NULL, 0x332 },
325 { NULL, NULL, 0 },
326};
328 { NULL, NULL, 0x332 },
329 { NULL, NULL, 0 },
330};
337 { NULL, actor10Talk0Actions, 0x23 },
338 { NULL, NULL, 0 },
339};
384u16 actor9Conditions[] = { ITEM(0, 0x2A), 0, CODES_END };
385u16 actor10Conditions[] = { ITEM(0, 0x2A), 1, CODES_END };
400 &actor0,
401 &actor1,
402 &actor2,
403 &actor3,
404 &actor4,
405 &actor5,
406 &actor6,
407 &actor7,
408 &actor8,
409 &actor9,
410 &actor10,
411 &actor11,
412 NULL,
413};
415 { 1, 0, 0x40, 2, 0, 1, 0, 5, 8, 0, 427, 217, 0, 0 },
416 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 182, 185, 0, 0 },
417 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 267, 201, 0, 0 },
418 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 377, 286, 0, 0 },
419 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 400, 136, 0, 0 },
420 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 456, 92, 0, 0 },
421 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 211, 228, 0, 0 },
422 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 347, 466, 0, 0 },
423 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 445, 194, 0, 0 },
424 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 48, 497, 0, 0 },
425 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 369, 416, 0, 0 },
426 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 496, 331, 0, 0 },
427 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 667, 251, 0, 0 },
428 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 712, 378, 0, 0 },
429 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 142, 472, 0, 0 },
430 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 356, 367, 0, 0 },
431 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 541, 241, 0, 0 },
432 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 564, 420, 0, 0 },
433 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 640, 332, 0, 0 },
434 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 730, 597, 0, 0 },
435 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 839, 559, 0, 0 },
436 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 34, 567, 0, 0 },
437 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 138, 506, 0, 0 },
438 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 19, 568, 0, 0 },
439 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 214, 575, 0, 0 },
440 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 324, 588, 0, 0 },
441 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 445, 584, 0, 0 },
442 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 587, 528, 0, 0 },
443 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 739, 511, 0, 0 },
444 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 18, 509, 0, 0 },
445 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 182, 191, 0, 0 },
446 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 232, 601, 0, 0 },
447 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 262, 206, 0, 0 },
448 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 361, 453, 0, 0 },
449 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 417, 288, 0, 0 },
450 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 467, 189, 0, 0 },
451 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 479, 600, 0, 0 },
452 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 516, 331, 0, 0 },
453 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 558, 244, 0, 0 },
454 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 648, 406, 0, 0 },
455 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 697, 378, 0, 0 },
456 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 716, 634, 0, 0 },
457 { 1, 0, 0x64, 4, 6, 0, 0, 0, 0, 0, 209, 351, 391, 0 },
458 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
459};
461 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23C, 0x88, 0x1BE, 7, 0, 0, 0 },
462 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 9, 1 },
463 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x50, 0xFFD8, 0, 0, 0, 0, 0 },
464 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
465};
466void (*stageFuncs[])(void) = {
468};
#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 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 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 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 PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#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_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
Definition sound.h:77
#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,...
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_SUZAKU_BADGE
WSTAG520, event 261: the Suzaku Leader is beaten (the Suzaku Badge), and Kail says Teddy went to Asuk...
Definition story.h:58
@ 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_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
Definition story.h:61
@ STORY_AGUMON_DISGUISE
WSTAG237 (Underground Path), event 300: in the Agumon Suit; Kail goes on ahead alone.
Definition story.h:64
#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_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])
Definition story.h:1875
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define SPECIAL_STORY_GENJI_BEATEN_TO_GAME_MASTER_CAUGHT
GAME.progress is from STORY_GENJI_BEATEN to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[1])
Definition story.h:1866
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
#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_GORDON_FOUGHT
wstag495 (South Cape): Tamer Gordon says "Then let's Digimon Battle!" and starts a Digimon battle; se...
Definition story.h:859
#define SPECIAL_STORY_SINCE_GENJI_BEATEN
GAME.progress is STORY_GENJI_BEATEN or later (PROGRESS_RANGES[6], to 0x63)
Definition story.h:1881
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 wstag495.c:356
u16 actor0Talk0Actions[]
Definition wstag495.c:107
AreaBattle area2Battle7
Definition wstag495.c:72
FieldActorEntry actor0
Definition wstag495.c:387
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag495.c:466
FieldActorEntry actor6
Definition wstag495.c:393
u16 actor9Talk1Actions[]
Definition wstag495.c:234
u16 actor11Conditions[]
Definition wstag495.c:386
u16 actor0Talk0Conditions[]
Definition wstag495.c:106
u16 actor11Talk3Conditions[]
Definition wstag495.c:240
FieldTalk actor2Talks[]
Definition wstag495.c:295
AreaBattle area2Battle6
Definition wstag495.c:71
u16 actor3Talk3Conditions[]
Definition wstag495.c:191
u16 actor0Talk1Conditions[]
Definition wstag495.c:108
u16 actor4Talk1Actions[]
Definition wstag495.c:228
u16 actor10Conditions[]
Definition wstag495.c:385
u16 actor4Talk2Actions[]
Definition wstag495.c:230
u16 actor3Talk4Conditions[]
Definition wstag495.c:199
FieldTalk actor5Talks[]
Definition wstag495.c:315
AreaBattle area1Battle6
Definition wstag495.c:58
u16 actor0Talk6Actions[]
Definition wstag495.c:145
u16 actor11Talk1Conditions[]
Definition wstag495.c:237
u16 actor11Talk2Actions[]
Definition wstag495.c:239
u16 actor1Talk3Actions[]
Definition wstag495.c:158
FieldActorEntry actor5
Definition wstag495.c:392
u16 actor1Talk2Actions[]
Definition wstag495.c:150
u16 actor1Talk1Conditions[]
Definition wstag495.c:148
AreaBattle area0Battle7
Definition wstag495.c:46
FieldActorEntry actor2
Definition wstag495.c:389
u16 actor9Talk0Conditions[]
Definition wstag495.c:231
u16 actor3Talk0Conditions[]
Definition wstag495.c:186
AreaBattle area3Battle4
Definition wstag495.c:82
u16 actor11Talk3Actions[]
Definition wstag495.c:247
AreaBattle area3Battle3
Definition wstag495.c:81
AreaBattle area0Battle1
Definition wstag495.c:40
u16 actor0Talk3Conditions[]
Definition wstag495.c:111
AreaBattle area2Battle0
Definition wstag495.c:65
u16 actor9Conditions[]
Definition wstag495.c:384
FieldActorEntry * stageActors[]
Definition wstag495.c:399
AreaBattle area1Battle2
Definition wstag495.c:54
u16 actor3Talk6Actions[]
Definition wstag495.c:225
AreaBattle area3Battle0
Definition wstag495.c:78
u16 actor11Talk0Conditions[]
Definition wstag495.c:236
u16 actor4Talk1Conditions[]
Definition wstag495.c:227
AreaBattle area0Battle6
Definition wstag495.c:45
FieldTalk actor1Talks[]
Definition wstag495.c:285
AreaBattle area3Battle2
Definition wstag495.c:80
u16 actor1Talk6Actions[]
Definition wstag495.c:185
u16 actor11Talk6Conditions[]
Definition wstag495.c:265
u16 actor1Talk0Conditions[]
Definition wstag495.c:146
FieldTalk actor0Talks[]
Definition wstag495.c:275
u16 actor0Talk4Conditions[]
Definition wstag495.c:119
AreaBattle area3Battle1
Definition wstag495.c:79
AreaBattle area0Battle3
Definition wstag495.c:42
u16 actor3Talk2Conditions[]
Definition wstag495.c:189
FieldActorEntry actor10
Definition wstag495.c:397
u16 actor3Talk1Conditions[]
Definition wstag495.c:188
FieldTalk actor4Talks[]
Definition wstag495.c:309
u16 actor4Conditions[]
Definition wstag495.c:374
FieldActorEntry actor4
Definition wstag495.c:391
u16 actor3Conditions[]
Definition wstag495.c:368
AreaBattle area3Battle6
Definition wstag495.c:84
FieldTalk actor11Talks[]
Definition wstag495.c:340
FieldActorEntry actor8
Definition wstag495.c:395
ActorImage stageImages[]
Definition wstag495.c:94
u16 actor11Talk4Conditions[]
Definition wstag495.c:248
FieldTalk actor6Talks[]
Definition wstag495.c:319
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0014.
Definition wstag495.c:19
AreaBattle area2Battle4
Definition wstag495.c:69
u16 actor10Talk0Actions[]
Definition wstag495.c:235
u16 actor4Talk0Conditions[]
Definition wstag495.c:226
u16 actor3Talk6Conditions[]
Definition wstag495.c:216
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag495.c:414
FieldActorEntry actor9
Definition wstag495.c:396
u16 actor8Conditions[]
Definition wstag495.c:383
u16 actor9Talk1Conditions[]
Definition wstag495.c:233
u16 actor5Conditions[]
Definition wstag495.c:380
FieldTalk actor10Talks[]
Definition wstag495.c:336
FieldTalk actor3Talks[]
Definition wstag495.c:299
FieldTalk actor9Talks[]
Definition wstag495.c:331
BattleList area3Battles
Definition wstag495.c:86
u16 actor3Talk2Actions[]
Definition wstag495.c:190
AreaBattle area3Battle5
Definition wstag495.c:83
AreaBattle area0Battle5
Definition wstag495.c:44
BattleList area1Battles
Definition wstag495.c:60
u16 actor0Talk2Actions[]
Definition wstag495.c:110
u16 actor0Talk5Conditions[]
Definition wstag495.c:127
BattleList area2Battles
Definition wstag495.c:73
AreaBattle area1Battle4
Definition wstag495.c:56
u16 actor3Talk5Conditions[]
Definition wstag495.c:207
u16 actor3Talk3Actions[]
Definition wstag495.c:198
u16 actor6Conditions[]
Definition wstag495.c:381
AreaBattle area2Battle2
Definition wstag495.c:67
u16 actor0Talk2Conditions[]
Definition wstag495.c:109
AreaBattle area1Battle5
Definition wstag495.c:57
FieldActorEntry actor7
Definition wstag495.c:394
StageSlot stageSlots[]
Definition wstag495.c:460
AreaBattle area2Battle1
Definition wstag495.c:66
u16 actor1Talk0Actions[]
Definition wstag495.c:147
u16 actor11Talk6Actions[]
Definition wstag495.c:274
AreaBattle area1Battle3
Definition wstag495.c:55
u16 actor1Talk5Conditions[]
Definition wstag495.c:167
u16 actor0Talk6Conditions[]
Definition wstag495.c:136
AreaBattle area1Battle0
Definition wstag495.c:52
FieldActorEntry actor11
Definition wstag495.c:398
u16 actor1Talk2Conditions[]
Definition wstag495.c:149
FieldActorEntry actor1
Definition wstag495.c:388
AreaBattle area0Battle0
Definition wstag495.c:39
u16 actor9Talk0Actions[]
Definition wstag495.c:232
AreaBattle area0Battle2
Definition wstag495.c:41
#define STAGE_FILE
Definition wstag495.c:16
AreaBattle area2Battle5
Definition wstag495.c:70
AreaBattle area1Battle1
Definition wstag495.c:53
u16 actor7Conditions[]
Definition wstag495.c:382
AreaBattle area2Battle3
Definition wstag495.c:68
u16 actor11Talk5Conditions[]
Definition wstag495.c:256
u16 actor2Conditions[]
Definition wstag495.c:362
FieldTalk actor7Talks[]
Definition wstag495.c:323
AreaBattle area0Battle4
Definition wstag495.c:43
#define STAGE_TEXT
Definition wstag495.c:15
u16 actor3Talk0Actions[]
Definition wstag495.c:187
FieldTalk actor8Talks[]
Definition wstag495.c:327
u16 actor11Talk2Conditions[]
Definition wstag495.c:238
AreaBattle area3Battle7
Definition wstag495.c:85
u16 actor1Talk4Conditions[]
Definition wstag495.c:159
BattleList area0Battles
Definition wstag495.c:47
AreaBattle area1Battle7
Definition wstag495.c:59
u16 actor4Talk2Conditions[]
Definition wstag495.c:229
FieldActorEntry actor3
Definition wstag495.c:390
FieldBattles stageBattles[]
Definition wstag495.c:91
u16 actor1Talk6Conditions[]
Definition wstag495.c:176
u16 actor1Talk3Conditions[]
Definition wstag495.c:151
u16 actor0Conditions[]
Definition wstag495.c:350
u16 actor0Talk3Actions[]
Definition wstag495.c:118