Digimon World 3 decomp
The European version, SLES_039.36
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wstag496.c
Go to the documentation of this file.
1/*
2 * WSTAG496: South Cape, South Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG495.
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 0x5A6
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x5B6
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0014 */
39
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) };
82AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle6 = { 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 { 0x140, 0x100, 0x158, 0x130, 0x60, 0x30, 0x150, 0x1FF },
103 { 0x140, 0x100, 0x174, 0x130, 0xD0, 0x30, 0x160, 0x1FF },
104 { 0x140, 0x100, 0x15A, 0x100, 0x68, 0, 0x170, 0x1FF },
105 { 0x140, 0x100, 0x140, 0x13D, 0, 0x3D, 0x140, 0x1FE },
106 { 0x140, 0x100, 0x148, 0x13D, 0x20, 0x3D, 0x150, 0x1FE },
107};
108u16 actor2Talk0Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 0, CODES_END };
110u16 actor2Talk1Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 1, CODES_END };
114 { NULL, NULL, 0x10B },
115 { NULL, NULL, 0 },
116};
118 { NULL, NULL, 0x10E },
119 { NULL, NULL, 0 },
120};
127 { NULL, actor3Talk0Actions, 0x2DA },
128 { NULL, NULL, 0 },
129};
131 { NULL, NULL, 0x10A },
132 { NULL, NULL, 0 },
133};
135 { NULL, NULL, 0x10C },
136 { NULL, NULL, 0 },
137};
139 { NULL, NULL, 0x10D },
140 { NULL, NULL, 0 },
141};
143 { NULL, NULL, 0x10F },
144 { NULL, NULL, 0 },
145};
156u16 actor2Conditions[] = { ITEM(0, 0x2A), 0, CODES_END };
157u16 actor3Conditions[] = { ITEM(0, 0x2A), 1, CODES_END };
179 &actor0,
180 &actor1,
181 &actor2,
182 &actor3,
183 &actor4,
184 &actor5,
185 &actor6,
186 &actor7,
187 NULL,
188};
190 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 424, 218, 0, 0 },
191 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 281, 604, 0, 0 },
192 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 520, 144, 0, 0 },
193 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 621, 418, 0, 0 },
194 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 347, 144, 0, 0 },
195 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 382, 315, 0, 0 },
196 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 615, 560, 0, 0 },
197 { 1, 0, 0x64, 4, 6, 0, 0, 0, 0, 0, 209, 351, 391, 0 },
198 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
199};
201 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A9, 0x88, 0x1BE, 7, 0, 0, 0 },
202 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 0x13, 1 },
203 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x50, 0xFFD8, 0, 0, 0, 0, 0 },
204 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
205};
206void (*stageFuncs[])(void) = {
208};
#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 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_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
#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
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 wstag496.c:151
AreaBattle area2Battle7
Definition wstag496.c:73
FieldActorEntry actor0
Definition wstag496.c:170
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag496.c:206
FieldActorEntry actor6
Definition wstag496.c:176
FieldTalk actor2Talks[]
Definition wstag496.c:121
AreaBattle area2Battle6
Definition wstag496.c:72
u16 actor2Talk1Conditions[]
Definition wstag496.c:110
FieldTalk actor5Talks[]
Definition wstag496.c:134
AreaBattle area1Battle6
Definition wstag496.c:59
FieldActorEntry actor5
Definition wstag496.c:175
AreaBattle area0Battle7
Definition wstag496.c:47
FieldActorEntry actor2
Definition wstag496.c:172
AreaBattle area3Battle4
Definition wstag496.c:83
AreaBattle area3Battle3
Definition wstag496.c:82
AreaBattle area0Battle1
Definition wstag496.c:41
AreaBattle area2Battle0
Definition wstag496.c:66
FieldActorEntry * stageActors[]
Definition wstag496.c:178
AreaBattle area1Battle2
Definition wstag496.c:55
AreaBattle area3Battle0
Definition wstag496.c:79
AreaBattle area0Battle6
Definition wstag496.c:46
FieldTalk actor1Talks[]
Definition wstag496.c:117
AreaBattle area3Battle2
Definition wstag496.c:81
u16 actor2Talk1Actions[]
Definition wstag496.c:111
FieldTalk actor0Talks[]
Definition wstag496.c:113
AreaBattle area3Battle1
Definition wstag496.c:80
AreaBattle area0Battle3
Definition wstag496.c:43
u16 actor2Talk0Actions[]
Definition wstag496.c:109
FieldTalk actor4Talks[]
Definition wstag496.c:130
u16 actor4Conditions[]
Definition wstag496.c:158
FieldActorEntry actor4
Definition wstag496.c:174
u16 actor3Conditions[]
Definition wstag496.c:157
AreaBattle area3Battle6
Definition wstag496.c:85
ActorImage stageImages[]
Definition wstag496.c:95
FieldTalk actor6Talks[]
Definition wstag496.c:138
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0014.
Definition wstag496.c:20
AreaBattle area2Battle4
Definition wstag496.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag496.c:189
u16 actor5Conditions[]
Definition wstag496.c:163
FieldTalk actor3Talks[]
Definition wstag496.c:126
BattleList area3Battles
Definition wstag496.c:87
AreaBattle area3Battle5
Definition wstag496.c:84
AreaBattle area0Battle5
Definition wstag496.c:45
BattleList area1Battles
Definition wstag496.c:61
BattleList area2Battles
Definition wstag496.c:74
u16 actor2Talk0Conditions[]
Definition wstag496.c:108
AreaBattle area1Battle4
Definition wstag496.c:57
u16 actor6Conditions[]
Definition wstag496.c:164
AreaBattle area2Battle2
Definition wstag496.c:68
AreaBattle area1Battle5
Definition wstag496.c:58
FieldActorEntry actor7
Definition wstag496.c:177
StageSlot stageSlots[]
Definition wstag496.c:200
AreaBattle area2Battle1
Definition wstag496.c:67
AreaBattle area1Battle3
Definition wstag496.c:56
AreaBattle area1Battle0
Definition wstag496.c:53
FieldActorEntry actor1
Definition wstag496.c:171
AreaBattle area0Battle0
Definition wstag496.c:40
AreaBattle area0Battle2
Definition wstag496.c:42
#define STAGE_FILE
Definition wstag496.c:17
AreaBattle area2Battle5
Definition wstag496.c:71
AreaBattle area1Battle1
Definition wstag496.c:54
u16 actor7Conditions[]
Definition wstag496.c:169
AreaBattle area2Battle3
Definition wstag496.c:69
u16 actor2Conditions[]
Definition wstag496.c:156
FieldTalk actor7Talks[]
Definition wstag496.c:142
AreaBattle area0Battle4
Definition wstag496.c:44
#define STAGE_TEXT
Definition wstag496.c:16
u16 actor3Talk0Actions[]
Definition wstag496.c:112
AreaBattle area3Battle7
Definition wstag496.c:86
BattleList area0Battles
Definition wstag496.c:48
AreaBattle area1Battle7
Definition wstag496.c:60
FieldActorEntry actor3
Definition wstag496.c:173
FieldBattles stageBattles[]
Definition wstag496.c:92
u16 actor0Conditions[]
Definition wstag496.c:146