Digimon World 3 decomp
The European version, SLES_039.36
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wstag500.c
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1/*
2 * WSTAG500: Suzaku City, South Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
9#define STAGE_CHILDREN_SIZE 4
11
12/*
13 * After event 250, with Woman and Lisa: sets flag 0x1A32 (which decides
14 * whether actor 32 appears) and keeps it from playing again
15 */
16void endEvent250(void) {
17 FLAGS_00.applyAction(FLAG(0x40, 0xA), 1);
18 FLAGS_00.applyAction(FLAG(0x1A, 0x32), 1);
19}
20
21#if VERSION_US || VERSION_JP
22#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
23#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
24#define STAGE_FILE 0x3FE
25#elif VERSION_EU
26#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
27#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
28#define STAGE_FILE 0x40E
29#endif
30/*
31 * Sets the stage up: its map, actors, battles and events, playing BGM_0016;
32 * BGM_0029 instead at story steps 0x27 to 0x28
33 */
57
59 SCRIPT_WALK(2, 0x118, 0x194, 3),
60 SCRIPT_PLACE(0x65, 0xF8, 0x184),
61 SCRIPT_POSE(0x65, 1, 7),
64 SCRIPT_POSE(2, 1, 3),
65 SCRIPT_WAIT(0x1E),
66 SCRIPT_COMMAND(0x323, 0x325, 0x65),
67 SCRIPT_WAIT(0x3C),
68 SCRIPT_COMMAND(0x323, 0x326, 0x65),
69 SCRIPT_WAIT(0x1E),
70 SCRIPT_TALK(0, 1, 0x65, 2),
72 SCRIPT_WAIT(0x1E),
73 SCRIPT_WAIT_WALK(0x65),
74 SCRIPT_POSE(0x65, 1, 7),
75 SCRIPT_WAIT(0x1E),
76 SCRIPT_TALK(0, 2, 2, 1),
78 SCRIPT_WAIT(0x1E),
79 SCRIPT_TALK(0, 3, 0x65, 2),
81 SCRIPT_WAIT(0x1E),
82 SCRIPT_TALK(0, 4, 2, 1),
83 SCRIPT_POSE(2, 7, 3),
85 SCRIPT_POSE(2, 1, 3),
86 SCRIPT_WAIT(0x1E),
87 SCRIPT_TALK(0, 5, 0x65, 2),
89 SCRIPT_WAIT(0x1E),
90 SCRIPT_TALK(0, 6, 2, 1),
92 SCRIPT_WAIT(0x1E),
93 SCRIPT_TALK(0, 7, 0x65, 2),
95 SCRIPT_WAIT(0x1E),
96 SCRIPT_TALK(0, 8, 2, 1),
98 SCRIPT_WAIT(0x1E),
99 SCRIPT_TALK(0, 9, 0x65, 2),
101 SCRIPT_WAIT(0x1E),
102 SCRIPT_WALK(0x65, 0xE8, 0x18C, 1),
103 SCRIPT_WAIT_WALK(0x65),
104 SCRIPT_WALK(0x65, 0x120, 0x1A8, 7),
105 SCRIPT_WAIT_WALK(0x65),
106 SCRIPT_POSE(2, 1, 0),
107 SCRIPT_POSE(0x65, 1, 4),
108 SCRIPT_WAIT(0x1E),
109 SCRIPT_TALK(0, 0xB, 0x65, 1),
111 SCRIPT_POSE(0x65, 1, 7),
112 SCRIPT_WAIT(0x1E),
113 SCRIPT_POSE(2, 1, 7),
114 SCRIPT_WALK(0x65, 0x17E, 0x220, 7),
115 SCRIPT_WAIT_WALK(0x65),
116 SCRIPT_TALK(0, 0xA, 2, 0),
117 SCRIPT_PLACE(0x65, 0, 0),
118 SCRIPT_POSE(0x65, 1, 0),
120 SCRIPT_WAIT(0x1E),
122 /* after the end, the original's padding up to a word, which isn't zeros */
123#if VERSION_US
124 0x6004,
125#elif VERSION_EU || VERSION_JP
126 0x6008,
127#endif
128};
130 SCRIPT_FOLLOW(1, 2),
131 SCRIPT_WALK(1, 0x202, 0x1B8, 1),
132 SCRIPT_WALK(2, 0x178, 0x153, 1),
133 SCRIPT_PLACE(0xB, 0x126, 0x153),
134 SCRIPT_POSE(0xB, 1, 7),
137 SCRIPT_POSE(2, 1, 1),
138 SCRIPT_WAIT(6),
139 SCRIPT_COMMAND(0x323, 0x325, 0xB),
140 SCRIPT_WAIT(0x3C),
141 SCRIPT_COMMAND(0x323, 0x326, 0xB),
142 SCRIPT_WAIT(0x1E),
143 SCRIPT_POSE(1, 1, 2),
144 SCRIPT_POSE(2, 1, 2),
145 SCRIPT_WALK(0xB, 0x15E, 0x153, 6),
146 SCRIPT_WAIT_WALK(0xB),
147 SCRIPT_TALK(0, 1, 0xB, 0),
148 SCRIPT_POSE(0xB, 7, 6),
150 SCRIPT_POSE(0xB, 1, 6),
151 SCRIPT_WAIT(0x1E),
152 SCRIPT_TALK(0, 2, 2, 2),
153 SCRIPT_POSE(1, 7, 2),
154 SCRIPT_POSE(2, 7, 2),
156 SCRIPT_POSE(1, 1, 2),
157 SCRIPT_POSE(2, 1, 2),
158 SCRIPT_WAIT(0x1E),
159 SCRIPT_TALK(0, 3, 0xB, 0),
160 SCRIPT_POSE(0xB, 7, 6),
162 SCRIPT_POSE(0xB, 1, 6),
163 SCRIPT_WAIT(0x1E),
164 SCRIPT_TALK(0, 4, 2, 2),
165 SCRIPT_POSE(1, 7, 2),
166 SCRIPT_POSE(2, 7, 2),
168 SCRIPT_POSE(1, 1, 2),
169 SCRIPT_POSE(2, 1, 2),
170 SCRIPT_LEAVE(0x204, 0x50, 0x198, 5),
172};
173AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
176AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
177AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
178AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
179AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
180AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
189AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
190AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
191AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
192AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
193AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
199AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
200AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
201AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
202AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
203AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
204AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
205AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
206AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
213AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
214AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
215AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
216AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
217AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
218AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
219AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
229 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
230 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
231 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
232 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
233 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
234 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
235 { 0x140, 0x100, 0x148, 0x19D, 0x20, 0x9D, 0x160, 0x1FF },
236 { 0x140, 0x100, 0x16E, 0x174, 0xB8, 0x74, 0x170, 0x1FF },
237 { 0x140, 0x100, 0x156, 0x18C, 0x58, 0x8C, 0x150, 0x1FE },
238 { 0x140, 0x100, 0x140, 0x16D, 0, 0x6D, 0x160, 0x1FE },
239 { 0x140, 0x100, 0x178, 0x19C, 0xE0, 0x9C, 0x170, 0x1FE },
240 { 0x140, 0x100, 0x150, 0x1AC, 0x40, 0xAC, 0x150, 0x1FD },
241 { 0x140, 0x100, 0x176, 0x174, 0xD8, 0x74, 0x160, 0x1FD },
242 { 0x140, 0x100, 0x168, 0x19C, 0xA0, 0x9C, 0x160, 0x1FC },
243 { 0x140, 0x100, 0x158, 0x1AC, 0x60, 0xAC, 0x170, 0x1FC },
244 { 0x140, 0x100, 0x160, 0x1B9, 0x80, 0xB9, 0x140, 0x1FB },
245 { 0x140, 0x100, 0x170, 0x1BC, 0xC0, 0xBC, 0x150, 0x1FB },
246 { 0x140, 0x100, 0x140, 0x1BD, 0, 0xBD, 0x160, 0x1FB },
247 { 0x140, 0x100, 0x14C, 0x16D, 0x30, 0x6D, 0x170, 0x1FB },
248};
265 FLAG(0, 0), 1,
266 PARTY_STAT(4), 1,
267 PARTY_STAT(2), 1,
269 CODES_END,
270};
273 FLAG(0, 0), 1,
274 PARTY_STAT(2), 1,
275 PARTY_STAT(4), 1,
277 ITEM(0, 0x12), 0,
278 CODES_END,
279};
281 FLAG(0, 0), 1,
282 PARTY_STAT(2), 1,
283 PARTY_STAT(4), 1,
285 ITEM(0, 0x12), 1,
286 PARTY_STAT(6), 0,
287 CODES_END,
288};
290 FLAG(0, 0), 1,
291 PARTY_STAT(2), 1,
292 PARTY_STAT(4), 1,
294 ITEM(0, 0x12), 1,
295 PARTY_STAT(6), 1,
296 CODES_END,
297};
305 FLAG(0, 0), 1,
306 PARTY_STAT(2), 1,
307 PARTY_STAT(4), 1,
309 CODES_END,
310};
313 FLAG(0, 0), 1,
314 PARTY_STAT(2), 1,
315 PARTY_STAT(4), 1,
317 ITEM(0, 0x12), 0,
318 CODES_END,
319};
321 FLAG(0, 0), 1,
322 PARTY_STAT(2), 1,
323 PARTY_STAT(4), 1,
325 ITEM(0, 0x12), 1,
326 PARTY_STAT(6), 0,
327 CODES_END,
328};
330 FLAG(0, 0), 1,
331 PARTY_STAT(2), 1,
332 PARTY_STAT(4), 1,
334 ITEM(0, 0x12), 1,
335 PARTY_STAT(6), 1,
336 CODES_END,
337};
345 FLAG(0, 0), 1,
346 PARTY_STAT(2), 1,
347 PARTY_STAT(4), 1,
349 CODES_END,
350};
353 FLAG(0, 0), 1,
354 PARTY_STAT(2), 1,
355 PARTY_STAT(4), 1,
357 ITEM(0, 0x12), 0,
358 CODES_END,
359};
361 FLAG(0, 0), 1,
362 PARTY_STAT(2), 1,
363 PARTY_STAT(4), 1,
365 ITEM(0, 0x12), 1,
366 PARTY_STAT(6), 0,
367 CODES_END,
368};
370 FLAG(0, 0), 1,
371 PARTY_STAT(2), 1,
372 PARTY_STAT(4), 1,
374 ITEM(0, 0x12), 1,
375 PARTY_STAT(6), 1,
376 CODES_END,
377};
384 FLAG(0, 0), 1,
385 PARTY_STAT(2), 1,
386 PARTY_STAT(4), 1,
388 CODES_END,
389};
392 FLAG(0, 0), 1,
393 PARTY_STAT(2), 1,
394 PARTY_STAT(4), 1,
396 ITEM(0, 0x12), 0,
397 CODES_END,
398};
400 FLAG(0, 0), 1,
401 PARTY_STAT(2), 1,
402 PARTY_STAT(4), 1,
404 ITEM(0, 0x12), 1,
405 PARTY_STAT(6), 0,
406 CODES_END,
407};
410 FLAG(0, 0), 1,
411 PARTY_STAT(2), 1,
412 PARTY_STAT(4), 1,
413 ITEM(0, 0x12), 1,
414 PARTY_STAT(6), 1,
415 CODES_END,
416};
446 { NULL, actor1Talk0Actions, 0xF3 },
447 { NULL, NULL, 0 },
448};
450 { NULL, actor2Talk0Actions, 0xF2 },
451 { NULL, NULL, 0 },
452};
454 { NULL, actor3Talk0Actions, 0x4C },
455 { NULL, NULL, 0 },
456};
458 { NULL, NULL, 0x71 },
459 { NULL, NULL, 0 },
460};
462 { actor5Talk0Conditions, NULL, 0x79 },
463 { actor5Talk1Conditions, NULL, 0x3C },
464 { NULL, NULL, 0 },
465};
467 { NULL, NULL, 0x81 },
468 { NULL, NULL, 0 },
469};
471 { NULL, NULL, 0x7F },
472 { NULL, NULL, 0 },
473};
475 { NULL, NULL, 0x7B },
476 { NULL, NULL, 0 },
477};
479 { NULL, NULL, 0x79 },
480 { NULL, NULL, 0 },
481};
483 { NULL, NULL, 0x77 },
484 { NULL, NULL, 0 },
485};
487 { NULL, NULL, 0x73 },
488 { NULL, NULL, 0 },
489};
491 { NULL, NULL, 0x74 },
492 { NULL, NULL, 0 },
493};
495 { NULL, NULL, 0x7D },
496 { NULL, NULL, 0 },
497};
499 { NULL, NULL, 0x7D },
500 { NULL, NULL, 0 },
501};
539 { NULL, NULL, 0x113 },
540 { NULL, NULL, 0 },
541};
543 { NULL, NULL, 0x70 },
544 { NULL, NULL, 0 },
545};
547 { NULL, NULL, 0x84 },
548 { NULL, NULL, 0 },
549};
551 { NULL, NULL, 0x7E },
552 { NULL, NULL, 0 },
553};
555 { NULL, NULL, 0x7C },
556 { NULL, NULL, 0 },
557};
559 { NULL, NULL, 0x72 },
560 { NULL, NULL, 0 },
561};
563 { NULL, NULL, 0x75 },
564 { NULL, NULL, 0 },
565};
567 { NULL, NULL, 0x76 },
568 { NULL, NULL, 0 },
569};
571 { NULL, NULL, 0x78 },
572 { NULL, NULL, 0 },
573};
575 { NULL, NULL, 0x80 },
576 { NULL, NULL, 0 },
577};
579 { NULL, NULL, 0x7A },
580 { NULL, NULL, 0 },
581};
583 { NULL, NULL, 0x7C },
584 { NULL, NULL, 0 },
585};
587 { NULL, NULL, 0x120 },
588 { NULL, NULL, 0 },
589};
591 { NULL, NULL, 0x82 },
592 { NULL, NULL, 0 },
593};
605 { NULL, NULL, 0x83 },
606 { NULL, NULL, 0 },
607};
609 { NULL, actor36Talk0Actions, 0xF4 },
610 { NULL, NULL, 0 },
611};
624 { NULL, NULL, 0x174 },
625 { NULL, NULL, 0 },
626};
702 FLAG(0x1A, 0x32), 0,
703 CODES_END,
704};
725FieldActorEntry actor0 = { actor0Conditions, NULL, 0xB, 4, 294, 339, 7 };
757FieldActorEntry actor32 = { actor32Conditions, NULL, 0x65, 0xB, 248, 388, 7 };
762FieldActorEntry actor37 = { actor37Conditions, actor37Talks, 0xCE, 0x10, 1216, 913, 3 };
763FieldActorEntry actor38 = { actor38Conditions, actor38Talks, 0xCE, 0x10, 1216, 913, 3 };
765 &actor0,
766 &actor1,
767 &actor2,
768 &actor3,
769 &actor4,
770 &actor5,
771 &actor6,
772 &actor7,
773 &actor8,
774 &actor9,
775 &actor10,
776 &actor11,
777 &actor12,
778 &actor13,
779 &actor14,
780 &actor15,
781 &actor16,
782 &actor17,
783 &actor18,
784 &actor19,
785 &actor20,
786 &actor21,
787 &actor22,
788 &actor23,
789 &actor24,
790 &actor25,
791 &actor26,
792 &actor27,
793 &actor28,
794 &actor29,
795 &actor30,
796 &actor31,
797 &actor32,
798 &actor33,
799 &actor34,
800 &actor35,
801 &actor36,
802 &actor37,
803 &actor38,
804 NULL,
805};
807 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 8, 0, 160, 342, 0, 0 },
808 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 8, 0, 234, 305, 0, 0 },
809 { 1, 0, 0x78, 2, 0xC, 0, 0, 0, 0, 0, 542, 517, 0, 0 },
810 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 167, 863, 0, 0 },
811 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 352, 645, 0, 0 },
812 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 729, 598, 0, 0 },
813 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 856, 344, 0, 0 },
814 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 922, 739, 0, 0 },
815 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 922, 965, 0, 0 },
816 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 945, 639, 0, 0 },
817 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 968, 165, 0, 0 },
818 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 986, 166, 0, 0 },
819 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1080, 774, 0, 0 },
820 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1104, 915, 0, 0 },
821 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1110, 241, 0, 0 },
822 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1229, 378, 0, 0 },
823 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1241, 948, 0, 0 },
824 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1289, 877, 0, 0 },
825 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 1307, 512, 0, 0 },
826 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 313, 667, 0, 0 },
827 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 335, 942, 0, 0 },
828 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 481, 476, 0, 0 },
829 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 275, 687, 0, 0 },
830 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 324, 580, 0, 0 },
831 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 465, 512, 0, 0 },
832 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 737, 837, 0, 0 },
833 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 989, 706, 0, 0 },
834 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1214, 965, 0, 0 },
835 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 1328, 860, 0, 0 },
836 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 360, 862, 0, 0 },
837 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 790, 877, 0, 0 },
838 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 858, 672, 0, 0 },
839 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 958, 982, 0, 0 },
840 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 984, 514, 0, 0 },
841 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1038, 947, 0, 0 },
842 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1060, 261, 0, 0 },
843 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1130, 343, 0, 0 },
844 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1134, 935, 0, 0 },
845 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1193, 519, 0, 0 },
846 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 1200, 744, 0, 0 },
847 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 634, 800, 0, 0 },
848 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1050, 432, 0, 0 },
849 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 1155, 503, 0, 0 },
850 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 379, 735, 0, 0 },
851 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 570, 831, 0, 0 },
852 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 712, 838, 0, 0 },
853 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 831, 895, 0, 0 },
854 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1031, 534, 0, 0 },
855 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1157, 726, 0, 0 },
856 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1188, 373, 0, 0 },
857 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 1232, 539, 0, 0 },
858 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 246, 922, 0, 0 },
859 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 306, 894, 0, 0 },
860 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 390, 891, 0, 0 },
861 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 451, 885, 0, 0 },
862 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 501, 842, 0, 0 },
863 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 606, 970, 0, 0 },
864 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 793, 728, 0, 0 },
865 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 885, 667, 0, 0 },
866 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 956, 726, 0, 0 },
867 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 995, 970, 0, 0 },
868 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1030, 448, 0, 0 },
869 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1046, 753, 0, 0 },
870 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1072, 526, 0, 0 },
871 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1076, 934, 0, 0 },
872 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1084, 919, 0, 0 },
873 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1107, 513, 0, 0 },
874 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1113, 506, 0, 0 },
875 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1156, 929, 0, 0 },
876 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1227, 385, 0, 0 },
877 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1251, 754, 0, 0 },
878 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 1304, 520, 0, 0 },
879 { 1, 0x64, 0x40, 6, 9, 0, 0, 0, 0, 0, 769, 100, 0, 0 },
880 { 1, 0x65, 0x40, 6, 0xA, 0, 0, 0, 0, 0, 574, 93, 0, 0 },
881 { 1, 0x66, 0x40, 6, 0xB, 0, 0, 0, 0, 0, 186, 320, 0, 0 },
882 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 606, 118, 136, 0 },
883 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 156, 353, 380, 0 },
884 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 318, 390, 407, 0 },
885 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 400, 341, 354, 0 },
886 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 501, 625, 649, 0 },
887 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 660, 626, 649, 0 },
888 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 537, 158, 166, 0 },
889 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 1206, 636, 682, 0 },
890 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 1120, 656, 670, 0 },
891 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
892};
894 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23B, 0x630, 0x88, 1, 0, 0, 0 },
895 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23F, 0x2C0, 0x1B0, 3, 0x66, 0, 0 },
896 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x240, 0xC8, 0x164, 5, 0x65, 0, 0 },
897 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x240, 0x258, 0x1C2, 3, 0x64, 0, 0 },
898 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 7, 1 },
899 { { { PROGRESS(STORY_ZANBAMON_DRIVEN_OFF), 1 }, { FLAG(0x40, 0xA), 0 } }, SLOT_EVENT, 0xFA, 0, 0, 0, 0, 0, 0 },
900 { { { PROGRESS(STORY_SUZAKU_BADGE), 1 }, { CODES_END, 0 } }, SLOT_EVENT, 0x10E, 0, 0, 0, 0, 0, 0 },
901 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 7, 1 },
902 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
903};
904void (*stageFuncs[])(void) = {
906};
908 { 270, script270, EVENT_TEXT(3), NULL, NULL },
909 { 250, script250, EVENT_TEXT(0), NULL, endEvent250 },
910 { -1, NULL, 0, NULL, NULL },
911};
#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
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
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_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#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 SLOT_EVENT
starts the event arg
Definition field_map.h:262
#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 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 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_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
Definition sound.h:105
#define MUSIC_SUZAKU_CITY
BGM_0016: Suzaku City and its Hall.
Definition sound.h:92
#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,...
#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
#define SPECIAL_STORY_JUNGLE_SOUND_TO_NETWORK_OFFLINE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_NETWORK_OFFLINE (PROGRESS_RANGES[0x19])
Definition story.h:1938
@ 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_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85
@ STORY_ZANBAMON_DRIVEN_OFF
WSTAG475 (Shaman House), event 230: the Smelly Herb drives Zanbamon off the way.
Definition story.h:55
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ 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_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
@ 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 FLAG_KEITH_NICK_SEARCH_STARTED
wstag620 Secret Room: set after event 540; then Lisa says "Find Keith and Nick" and people in 10 stag...
Definition story.h:1188
#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 SPECIAL_STORY_SINCE_SOUTH_STATION_GHOST
GAME.progress is STORY_SOUTH_STATION_GHOST or later (PROGRESS_RANGES[7], to 0x63)
Definition story.h:1884
#define SPECIAL_STORY_LOOKING_FOR_TEDDY_TO_CONTROL_ROOM
GAME.progress is from STORY_LOOKING_FOR_TEDDY to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x20])
Definition story.h:1959
#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_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_SEIRYU_BADGE_TO_ZANBAMON_DRIVEN_OFF
GAME.progress is from STORY_SEIRYU_BADGE to STORY_ZANBAMON_DRIVEN_OFF (PROGRESS_RANGES[0xE])
Definition story.h:1905
#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_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
Definition story.h:1914
#define SPECIAL_STORY_WAY_TO_AMATERASU_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_WAY_TO_AMATERASU to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x16])
Definition story.h:1929
#define FLAG_ALICE_FOUGHT
wstag500 (Suzaku City): Tamer Alice says "...if it's... ...Digimon Battle..." and starts a Digimon ba...
Definition story.h:862
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM
GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x10])
Definition story.h:1911
#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
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
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 wstag500.c:628
u16 actor26Conditions[]
Definition wstag500.c:694
AreaBattle area2Battle7
Definition wstag500.c:206
FieldActorEntry actor0
Definition wstag500.c:725
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag500.c:904
FieldActorEntry actor6
Definition wstag500.c:731
FieldTalk actor37Talks[]
Definition wstag500.c:612
u16 actor11Conditions[]
Definition wstag500.c:654
u16 actor34Talk2Conditions[]
Definition wstag500.c:381
u16 actor37Talk7Conditions[]
Definition wstag500.c:443
FieldTalk actor31Talks[]
Definition wstag500.c:586
void endEvent250(void)
After event 250, with Woman and Lisa: sets flag 0x1A32 (which decides whether actor 32 appears) and k...
Definition wstag500.c:16
FieldTalk actor2Talks[]
Definition wstag500.c:449
AreaBattle area2Battle6
Definition wstag500.c:205
u16 actor18Talk5Conditions[]
Definition wstag500.c:360
u16 actor37Talk7Actions[]
Definition wstag500.c:444
u16 actor34Talk6Conditions[]
Definition wstag500.c:408
u16 actor36Talk0Actions[]
Definition wstag500.c:418
u16 actor37Talk1Actions[]
Definition wstag500.c:422
u16 actor37Talk2Actions[]
Definition wstag500.c:427
u16 actor16Talk5Conditions[]
Definition wstag500.c:280
u16 actor17Talk3Actions[]
Definition wstag500.c:311
u16 actor10Conditions[]
Definition wstag500.c:653
u16 actor18Talk6Conditions[]
Definition wstag500.c:369
FieldActorEntry actor25
Definition wstag500.c:750
FieldActorEntry actor24
Definition wstag500.c:749
u16 actor18Conditions[]
Definition wstag500.c:676
FieldActorEntry actor17
Definition wstag500.c:742
u16 actor34Talk6Actions[]
Definition wstag500.c:417
u16 actor34Conditions[]
Definition wstag500.c:706
u16 actor18Talk2Actions[]
Definition wstag500.c:343
u16 actor5Talk0Conditions[]
Definition wstag500.c:252
FieldActorEntry actor33
Definition wstag500.c:758
FieldTalk actor38Talks[]
Definition wstag500.c:623
FieldTalk actor14Talks[]
Definition wstag500.c:498
u16 actor24Conditions[]
Definition wstag500.c:692
u16 actor37Talk2Conditions[]
Definition wstag500.c:423
u16 actor37Talk3Conditions[]
Definition wstag500.c:428
u16 actor17Talk4Conditions[]
Definition wstag500.c:312
FieldActorEntry actor18
Definition wstag500.c:743
FieldTalk actor5Talks[]
Definition wstag500.c:461
AreaBattle area1Battle6
Definition wstag500.c:192
u16 actor16Talk2Conditions[]
Definition wstag500.c:262
u16 actor15Talk1Actions[]
Definition wstag500.c:256
FieldActorEntry actor5
Definition wstag500.c:730
FieldActorEntry actor37
Definition wstag500.c:762
u16 actor34Talk2Actions[]
Definition wstag500.c:382
FieldActorEntry actor36
Definition wstag500.c:761
u16 actor35Conditions[]
Definition wstag500.c:707
FieldTalk actor33Talks[]
Definition wstag500.c:590
u16 actor22Conditions[]
Definition wstag500.c:690
u16 actor34Talk5Conditions[]
Definition wstag500.c:399
AreaBattle area0Battle7
Definition wstag500.c:180
FieldActorEntry actor2
Definition wstag500.c:727
FieldActorEntry actor31
Definition wstag500.c:756
u16 actor34Talk4Conditions[]
Definition wstag500.c:391
u16 actor17Talk5Conditions[]
Definition wstag500.c:320
s16 script270[]
Definition wstag500.c:129
AreaBattle area3Battle4
Definition wstag500.c:216
AreaBattle area3Battle3
Definition wstag500.c:215
AreaBattle area0Battle1
Definition wstag500.c:174
u16 actor18Talk4Conditions[]
Definition wstag500.c:352
u16 actor15Talk2Conditions[]
Definition wstag500.c:257
u16 actor38Conditions[]
Definition wstag500.c:719
FieldActorEntry actor23
Definition wstag500.c:748
u16 actor16Talk4Conditions[]
Definition wstag500.c:272
FieldActorEntry actor19
Definition wstag500.c:744
AreaBattle area2Battle0
Definition wstag500.c:199
FieldTalk actor36Talks[]
Definition wstag500.c:608
u16 actor9Conditions[]
Definition wstag500.c:648
FieldActorEntry * stageActors[]
Definition wstag500.c:764
FieldActorEntry actor28
Definition wstag500.c:753
AreaBattle area1Battle2
Definition wstag500.c:188
u16 actor23Conditions[]
Definition wstag500.c:691
u16 actor37Talk6Conditions[]
Definition wstag500.c:438
u16 actor32Conditions[]
Definition wstag500.c:700
u16 actor17Talk2Conditions[]
Definition wstag500.c:302
AreaBattle area3Battle0
Definition wstag500.c:212
u16 actor17Talk1Conditions[]
Definition wstag500.c:301
u16 actor37Talk0Conditions[]
Definition wstag500.c:419
u16 actor29Conditions[]
Definition wstag500.c:697
u16 actor34Talk0Conditions[]
Definition wstag500.c:379
u16 actor17Talk2Actions[]
Definition wstag500.c:303
u16 actor17Talk6Actions[]
Definition wstag500.c:338
u16 actor30Conditions[]
Definition wstag500.c:698
u16 actor16Talk3Conditions[]
Definition wstag500.c:264
FieldActorEntry actor22
Definition wstag500.c:747
u16 actor37Conditions[]
Definition wstag500.c:713
AreaBattle area0Battle6
Definition wstag500.c:179
u16 actor18Talk1Conditions[]
Definition wstag500.c:341
u16 actor16Talk0Actions[]
Definition wstag500.c:260
u16 actor17Talk6Conditions[]
Definition wstag500.c:329
FieldTalk actor1Talks[]
Definition wstag500.c:445
u16 actor13Conditions[]
Definition wstag500.c:656
AreaBattle area3Battle2
Definition wstag500.c:214
u16 actor37Talk6Actions[]
Definition wstag500.c:442
u16 actor17Talk0Conditions[]
Definition wstag500.c:299
FieldTalk actor35Talks[]
Definition wstag500.c:604
FieldActorEntry actor29
Definition wstag500.c:754
AreaBattle area3Battle1
Definition wstag500.c:213
FieldTalk actor21Talks[]
Definition wstag500.c:546
AreaBattle area0Battle3
Definition wstag500.c:176
FieldActorEntry actor27
Definition wstag500.c:752
FieldTalk actor20Talks[]
Definition wstag500.c:542
FieldActorEntry actor10
Definition wstag500.c:735
u16 actor31Conditions[]
Definition wstag500.c:699
u16 actor2Talk0Actions[]
Definition wstag500.c:250
u16 actor19Conditions[]
Definition wstag500.c:682
FieldTalk actor4Talks[]
Definition wstag500.c:457
u16 actor4Conditions[]
Definition wstag500.c:643
FieldTalk actor27Talks[]
Definition wstag500.c:570
FieldActorEntry actor4
Definition wstag500.c:729
u16 actor3Conditions[]
Definition wstag500.c:638
AreaBattle area3Battle6
Definition wstag500.c:218
u16 actor37Talk5Actions[]
Definition wstag500.c:437
FieldTalk actor17Talks[]
Definition wstag500.c:518
FieldActorEntry actor35
Definition wstag500.c:760
FieldTalk actor11Talks[]
Definition wstag500.c:486
FieldActorEntry actor32
Definition wstag500.c:757
u16 actor16Talk6Conditions[]
Definition wstag500.c:289
FieldActorEntry actor8
Definition wstag500.c:733
u16 actor18Talk6Actions[]
Definition wstag500.c:378
u16 actor15Talk1Conditions[]
Definition wstag500.c:255
ActorImage stageImages[]
Definition wstag500.c:228
FieldTalk actor28Talks[]
Definition wstag500.c:574
FieldTalk actor6Talks[]
Definition wstag500.c:466
u16 actor37Talk4Actions[]
Definition wstag500.c:435
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0016; BGM_0029 instead at story s...
Definition wstag500.c:34
FieldTalk actor25Talks[]
Definition wstag500.c:562
FieldTalk actor19Talks[]
Definition wstag500.c:538
AreaBattle area2Battle4
Definition wstag500.c:203
u16 actor33Conditions[]
Definition wstag500.c:705
u16 actor17Talk3Conditions[]
Definition wstag500.c:304
FieldTalk actor23Talks[]
Definition wstag500.c:554
u16 actor16Conditions[]
Definition wstag500.c:664
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag500.c:806
u16 actor16Talk1Conditions[]
Definition wstag500.c:261
FieldActorEntry actor9
Definition wstag500.c:734
u16 actor37Talk3Actions[]
Definition wstag500.c:429
u16 actor8Conditions[]
Definition wstag500.c:647
FieldActorEntry actor20
Definition wstag500.c:745
FieldTalk actor26Talks[]
Definition wstag500.c:566
u16 actor5Conditions[]
Definition wstag500.c:644
FieldTalk actor10Talks[]
Definition wstag500.c:482
FieldTalk actor3Talks[]
Definition wstag500.c:453
FieldTalk actor9Talks[]
Definition wstag500.c:478
u16 actor15Talk2Actions[]
Definition wstag500.c:258
BattleList area3Battles
Definition wstag500.c:220
AreaBattle area3Battle5
Definition wstag500.c:217
AreaBattle area0Battle5
Definition wstag500.c:178
BattleList area1Battles
Definition wstag500.c:194
FieldTalk actor15Talks[]
Definition wstag500.c:502
u16 actor37Talk4Conditions[]
Definition wstag500.c:430
BattleList area2Battles
Definition wstag500.c:207
u16 actor37Talk5Conditions[]
Definition wstag500.c:436
FieldActorEntry actor15
Definition wstag500.c:740
FieldActorEntry actor12
Definition wstag500.c:737
u16 actor27Conditions[]
Definition wstag500.c:695
FieldActorEntry actor16
Definition wstag500.c:741
u16 actor15Conditions[]
Definition wstag500.c:658
AreaBattle area1Battle4
Definition wstag500.c:190
FieldActorEntry actor38
Definition wstag500.c:763
u16 actor6Conditions[]
Definition wstag500.c:645
AreaBattle area2Battle2
Definition wstag500.c:201
AreaBattle area1Battle5
Definition wstag500.c:191
u16 actor14Conditions[]
Definition wstag500.c:657
FieldActorEntry actor30
Definition wstag500.c:755
u16 actor18Talk3Conditions[]
Definition wstag500.c:344
FieldActorEntry actor7
Definition wstag500.c:732
StageSlot stageSlots[]
Definition wstag500.c:893
AreaBattle area2Battle1
Definition wstag500.c:200
u16 actor1Talk0Actions[]
Definition wstag500.c:249
u16 actor5Talk1Conditions[]
Definition wstag500.c:253
FieldActorEntry actor13
Definition wstag500.c:738
u16 actor37Talk0Actions[]
Definition wstag500.c:420
FieldTalk actor24Talks[]
Definition wstag500.c:558
AreaBattle area1Battle3
Definition wstag500.c:189
u16 actor16Talk2Actions[]
Definition wstag500.c:263
u16 actor16Talk3Actions[]
Definition wstag500.c:271
AreaBattle area1Battle0
Definition wstag500.c:186
FieldActorEntry actor11
Definition wstag500.c:736
u16 actor34Talk3Conditions[]
Definition wstag500.c:383
u16 actor25Conditions[]
Definition wstag500.c:693
u16 actor16Talk0Conditions[]
Definition wstag500.c:259
FieldActorEntry actor1
Definition wstag500.c:726
FieldActorEntry actor21
Definition wstag500.c:746
u16 actor17Talk0Actions[]
Definition wstag500.c:300
u16 actor18Talk3Actions[]
Definition wstag500.c:351
AreaBattle area0Battle0
Definition wstag500.c:173
AreaBattle area0Battle2
Definition wstag500.c:175
FieldTalk actor13Talks[]
Definition wstag500.c:494
#define STAGE_FILE
Definition wstag500.c:28
AreaBattle area2Battle5
Definition wstag500.c:204
u16 actor18Talk2Conditions[]
Definition wstag500.c:342
AreaBattle area1Battle1
Definition wstag500.c:187
u16 actor7Conditions[]
Definition wstag500.c:646
AreaBattle area2Battle3
Definition wstag500.c:202
u16 actor2Conditions[]
Definition wstag500.c:633
FieldTalk actor18Talks[]
Definition wstag500.c:528
FieldTalk actor7Talks[]
Definition wstag500.c:470
u16 actor20Conditions[]
Definition wstag500.c:688
u16 actor37Talk1Conditions[]
Definition wstag500.c:421
u16 actor34Talk3Actions[]
Definition wstag500.c:390
AreaBattle area0Battle4
Definition wstag500.c:177
u16 actor15Talk0Conditions[]
Definition wstag500.c:254
FieldActorEntry actor34
Definition wstag500.c:759
u16 actor34Talk1Conditions[]
Definition wstag500.c:380
#define STAGE_TEXT
Definition wstag500.c:26
s16 script250[]
Definition wstag500.c:58
u16 actor3Talk0Actions[]
Definition wstag500.c:251
FieldTalk actor8Talks[]
Definition wstag500.c:474
u16 actor18Talk0Conditions[]
Definition wstag500.c:339
FieldTalk actor34Talks[]
Definition wstag500.c:594
FieldTalk actor30Talks[]
Definition wstag500.c:582
FieldTalk actor12Talks[]
Definition wstag500.c:490
AreaBattle area3Battle7
Definition wstag500.c:219
u16 actor21Conditions[]
Definition wstag500.c:689
u16 actor18Talk0Actions[]
Definition wstag500.c:340
BattleList area0Battles
Definition wstag500.c:181
AreaBattle area1Battle7
Definition wstag500.c:193
u16 actor28Conditions[]
Definition wstag500.c:696
FieldTalk actor16Talks[]
Definition wstag500.c:508
u16 actor16Talk6Actions[]
Definition wstag500.c:298
u16 actor17Conditions[]
Definition wstag500.c:670
FieldTalk actor29Talks[]
Definition wstag500.c:578
FieldActorEntry actor3
Definition wstag500.c:728
FieldActorEntry actor26
Definition wstag500.c:751
FieldBattles stageBattles[]
Definition wstag500.c:225
u16 actor36Conditions[]
Definition wstag500.c:708
FieldActorEntry actor14
Definition wstag500.c:739
FieldEvent stageEvents[]
Definition wstag500.c:907
u16 actor12Conditions[]
Definition wstag500.c:655
FieldTalk actor22Talks[]
Definition wstag500.c:550
u16 actor0Conditions[]
Definition wstag500.c:627