Digimon World 3 decomp
The European version, SLES_039.36
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wstag501.c
Go to the documentation of this file.
1/*
2 * WSTAG501: Zhu Que City, South Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG500.
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_03)
14#define STAGE_FILE 0x5B6
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
17#define STAGE_FILE 0x5C6
18#endif
19/*
20 * Sets the stage up: its map, actors and battles, playing BGM_0016; BGM_0029
21 * instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
22 */
45
46AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
47AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
48AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
49AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
50AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
51AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
52AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
61AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
62AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
63AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
64AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
76AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
77AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
89AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
90AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
91AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
92AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
102 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
103 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
104 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
105 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
106 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
107 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
108 { 0x140, 0x100, 0x140, 0x195, 0, 0x95, 0x160, 0x1FF },
109 { 0x140, 0x100, 0x148, 0x19D, 0x20, 0x9D, 0x170, 0x1FF },
110 { 0x140, 0x100, 0x140, 0x16D, 0, 0x6D, 0x150, 0x1FE },
111 { 0x140, 0x100, 0x140, 0x1D5, 0, 0xD5, 0x160, 0x1FE },
112 { 0x140, 0x100, 0x14A, 0x1BD, 0x28, 0xBD, 0x170, 0x1FE },
113 { 0x140, 0x100, 0x152, 0x1A4, 0x48, 0xA4, 0x150, 0x1FD },
114 { 0x140, 0x100, 0x15A, 0x1A4, 0x68, 0xA4, 0x160, 0x1FD },
115 { 0x140, 0x100, 0x16E, 0x1A4, 0xB8, 0xA4, 0x170, 0x1FD },
116 { 0x140, 0x100, 0x162, 0x1C1, 0x88, 0xC1, 0x150, 0x1FC },
117 { 0x140, 0x100, 0x176, 0x1C4, 0xD8, 0xC4, 0x160, 0x1FC },
118 { 0x140, 0x100, 0x152, 0x1CC, 0x48, 0xCC, 0x170, 0x1FC },
119 { 0x140, 0x100, 0x15A, 0x1CC, 0x68, 0xCC, 0x140, 0x1FB },
120 { 0x140, 0x100, 0x14C, 0x16D, 0x30, 0x6D, 0x150, 0x1FB },
121};
133 FLAG(0, 0), 1,
134 PARTY_STAT(5), 0,
135 CODES_END,
136};
139 FLAG(0, 0), 1,
140 PARTY_STAT(5), 1,
141 PARTY_STAT(8), 0,
142 CODES_END,
143};
147 FLAG(0, 0), 1,
148 PARTY_STAT(5), 1,
149 PARTY_STAT(8), 1,
151 CODES_END,
152};
155 FLAG(0, 0), 1,
156 PARTY_STAT(5), 1,
157 PARTY_STAT(8), 1,
159 ITEM(0, 0x14), 0,
161 CODES_END,
162};
165 FLAG(0, 0), 1,
166 PARTY_STAT(5), 1,
167 PARTY_STAT(8), 1,
169 ITEM(0, 0x14), 1,
170 PARTY_STAT(9), 0,
171 CODES_END,
172};
175 FLAG(0, 0), 1,
176 PARTY_STAT(5), 1,
177 PARTY_STAT(8), 1,
179 ITEM(0, 0x14), 1,
180 PARTY_STAT(9), 1,
181 CODES_END,
182};
187u16 actor7Talk2Conditions[] = { PARTY_STAT(9), 1, FLAG(0, 0), 1, FLAG(0xE, 0x44), 0, CODES_END };
188u16 actor7Talk2Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x44), 1, CODES_END };
190 FLAG(0, 0), 1,
191 FLAG(0xE, 0x44), 1,
192 PARTY_STAT(0xB), 0,
193 PARTY_STAT(9), 1,
194 CODES_END,
195};
197 PARTY_STAT(9), 1,
198 FLAG(0, 0), 1,
199 FLAG(0xE, 0x44), 1,
200 PARTY_STAT(0xB), 1,
201 CODES_END,
202};
217 FLAG(0, 1), 1,
218 PARTY_STAT(5), 0,
219 CODES_END,
220};
222 PARTY_STAT(8), 0,
223 PARTY_STAT(5), 1,
224 FLAG(0, 1), 1,
226 CODES_END,
227};
230 FLAG(0xE, 0x24), 0,
231 PARTY_STAT(8), 1,
232 PARTY_STAT(5), 1,
233 FLAG(0, 1), 1,
235 CODES_END,
236};
237u16 actor10Talk5Actions[] = { EVENT_BATTLE(1), 1, FLAG(0xE, 0x24), 1, CODES_END };
239 ITEM(0, 0x14), 0,
240 FLAG(0xE, 0x24), 1,
241 PARTY_STAT(8), 1,
242 PARTY_STAT(5), 1,
243 FLAG(0, 1), 1,
245 CODES_END,
246};
248 PARTY_STAT(9), 0,
249 ITEM(0, 0x14), 1,
250 FLAG(0xE, 0x24), 1,
251 PARTY_STAT(8), 1,
252 PARTY_STAT(5), 1,
253 FLAG(0, 1), 1,
255 CODES_END,
256};
258 PARTY_STAT(9), 1,
259 ITEM(0, 0x14), 1,
260 FLAG(0xE, 0x24), 1,
261 PARTY_STAT(8), 1,
262 PARTY_STAT(5), 1,
263 FLAG(0, 1), 1,
265 CODES_END,
266};
271u16 actor11Talk2Conditions[] = { FLAG(0, 1), 1, FLAG(0xE, 0x45), 0, PARTY_STAT(9), 1, CODES_END };
272u16 actor11Talk2Actions[] = { EVENT_BATTLE(1), 1, FLAG(0xE, 0x45), 1, CODES_END };
274 PARTY_STAT(9), 1,
275 FLAG(0xE, 0x45), 1,
276 PARTY_STAT(0xB), 0,
277 FLAG(0, 1), 1,
278 CODES_END,
279};
281 FLAG(0, 1), 1,
282 PARTY_STAT(9), 1,
283 FLAG(0xE, 0x45), 1,
284 PARTY_STAT(0xB), 1,
285 CODES_END,
286};
306 { NULL, actor0Talk0Actions, 0x1A8 },
307 { NULL, NULL, 0 },
308};
310 { NULL, actor1Talk0Actions, 0x1A4 },
311 { NULL, NULL, 0 },
312};
314 { NULL, actor2Talk0Actions, 0x1A5 },
315 { NULL, NULL, 0 },
316};
318 { NULL, NULL, 0x14E },
319 { NULL, NULL, 0 },
320};
322 { NULL, NULL, 0x154 },
323 { NULL, NULL, 0 },
324};
326 { NULL, NULL, 0x153 },
327 { NULL, NULL, 0 },
328};
356 { NULL, NULL, 0x132 },
357 { NULL, NULL, 0 },
358};
386 { NULL, NULL, 0x184 },
387 { NULL, NULL, 0 },
388};
390 { NULL, NULL, 0x151 },
391 { NULL, NULL, 0 },
392};
394 { NULL, NULL, 0x152 },
395 { NULL, NULL, 0 },
396};
398 { NULL, NULL, 0x14F },
399 { NULL, NULL, 0 },
400};
402 { NULL, NULL, 0x150 },
403 { NULL, NULL, 0 },
404};
406 { NULL, NULL, 0x14C },
407 { NULL, NULL, 0 },
408};
410 { NULL, NULL, 0x14D },
411 { NULL, NULL, 0 },
412};
414 { NULL, actor20Talk0Actions, 0x1A6 },
415 { NULL, NULL, 0 },
416};
418 { actor21Talk0Conditions, NULL, 0x20D },
420 { NULL, NULL, 0 },
421};
479FieldActorEntry actor0 = { NULL, actor0Talks, 0x16, 4, 923, 892, 3 };
480FieldActorEntry actor1 = { NULL, actor1Talks, 0x17, 5, 816, 521, 1 };
481FieldActorEntry actor2 = { NULL, actor2Talks, 0x18, 6, 1189, 666, 1 };
485FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x45, 0xA, 545, 673, 1 };
486FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x45, 0xA, 545, 673, 7 };
487FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x45, 0xA, 545, 673, 1 };
488FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x45, 0xA, 545, 673, 1 };
499FieldActorEntry actor20 = { NULL, actor20Talks, 0xB7, 0xF, 990, 767, 1 };
500FieldActorEntry actor21 = { NULL, actor21Talks, 0xCE, 0x10, 1216, 913, 3 };
502 &actor0,
503 &actor1,
504 &actor2,
505 &actor3,
506 &actor4,
507 &actor5,
508 &actor6,
509 &actor7,
510 &actor8,
511 &actor9,
512 &actor10,
513 &actor11,
514 &actor12,
515 &actor13,
516 &actor14,
517 &actor15,
518 &actor16,
519 &actor17,
520 &actor18,
521 &actor19,
522 &actor20,
523 &actor21,
524 NULL,
525};
527 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 8, 0, 160, 342, 0, 0 },
528 { 1, 0, 0x40, 2, 0x47, 2, 0, 3, 8, 0, 234, 305, 0, 0 },
529 { 1, 0, 0x78, 2, 0xC, 0, 0, 0, 0, 0, 542, 517, 0, 0 },
530 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 70, 849, 0, 0 },
531 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 614, 820, 0, 0 },
532 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 1038, 280, 0, 0 },
533 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 1089, 931, 0, 0 },
534 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 462, 518, 0, 0 },
535 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 832, 752, 0, 0 },
536 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 1124, 522, 0, 0 },
537 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 1343, 870, 0, 0 },
538 { 1, 0x64, 0x40, 6, 9, 0, 0, 0, 0, 0, 769, 100, 0, 0 },
539 { 1, 0x65, 0x40, 6, 0xA, 0, 0, 0, 0, 0, 574, 93, 0, 0 },
540 { 1, 0x66, 0x40, 6, 0xB, 0, 0, 0, 0, 0, 186, 320, 0, 0 },
541 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 606, 118, 136, 0 },
542 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 156, 353, 380, 0 },
543 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 318, 390, 407, 0 },
544 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 400, 341, 354, 0 },
545 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 501, 625, 649, 0 },
546 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 660, 626, 649, 0 },
547 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 537, 158, 166, 0 },
548 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 1206, 636, 682, 0 },
549 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 1120, 656, 670, 0 },
550 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
551};
553 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A8, 0x630, 0x88, 1, 0, 0, 0 },
554 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2AC, 0x2C0, 0x1B0, 3, 0x66, 0, 0 },
555 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2AD, 0xC8, 0x164, 5, 0x65, 0, 0 },
556 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2AD, 0x258, 0x1C2, 3, 0x64, 0, 0 },
557 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 0x11, 1 },
558 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 0x11, 1 },
559 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
560};
561void (*stageFuncs[])(void) = {
563};
#define NULL
Definition common.h:17
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 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_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#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_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 FLAG_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
Definition story.h:1031
#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_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#define FLAG_ZHU_QUE_CITY_TROOPER_FOUGHT
wstag501 (Zhu Que City): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:911
#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_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 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_KNIGHTMON_REPROGRAMMED
GAME.progress is STORY_KNIGHTMON_REPROGRAMMED or later (PROGRESS_RANGES[8], to 0x63)
Definition story.h:1887
#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
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
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 actor0Talk0Actions[]
Definition wstag501.c:122
AreaBattle area2Battle7
Definition wstag501.c:79
u16 actor6Talk0Actions[]
Definition wstag501.c:126
u16 actor10Talk2Conditions[]
Definition wstag501.c:213
FieldActorEntry actor0
Definition wstag501.c:479
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag501.c:561
FieldActorEntry actor6
Definition wstag501.c:485
u16 actor7Talk1Conditions[]
Definition wstag501.c:186
u16 actor10Talk8Actions[]
Definition wstag501.c:267
u16 actor11Conditions[]
Definition wstag501.c:454
u16 actor7Talk4Conditions[]
Definition wstag501.c:196
u16 actor11Talk3Conditions[]
Definition wstag501.c:273
u16 actor10Talk1Actions[]
Definition wstag501.c:212
FieldTalk actor2Talks[]
Definition wstag501.c:313
AreaBattle area2Battle6
Definition wstag501.c:78
u16 actor8Talk1Conditions[]
Definition wstag501.c:205
u16 actor6Talk8Actions[]
Definition wstag501.c:183
u16 actor10Talk5Conditions[]
Definition wstag501.c:229
u16 actor10Conditions[]
Definition wstag501.c:449
u16 actor18Conditions[]
Definition wstag501.c:473
FieldActorEntry actor17
Definition wstag501.c:496
u16 actor21Talk0Conditions[]
Definition wstag501.c:294
u16 actor7Talk2Conditions[]
Definition wstag501.c:187
u16 actor12Talk2Conditions[]
Definition wstag501.c:291
u16 actor10Talk2Actions[]
Definition wstag501.c:214
FieldTalk actor14Talks[]
Definition wstag501.c:389
FieldActorEntry actor18
Definition wstag501.c:497
FieldTalk actor5Talks[]
Definition wstag501.c:325
AreaBattle area1Battle6
Definition wstag501.c:65
u16 actor6Talk8Conditions[]
Definition wstag501.c:173
u16 actor6Talk5Conditions[]
Definition wstag501.c:145
u16 actor11Talk1Conditions[]
Definition wstag501.c:270
u16 actor11Talk2Actions[]
Definition wstag501.c:272
FieldActorEntry actor5
Definition wstag501.c:484
u16 actor7Talk4Actions[]
Definition wstag501.c:203
AreaBattle area0Battle7
Definition wstag501.c:53
FieldActorEntry actor2
Definition wstag501.c:481
u16 actor6Talk4Actions[]
Definition wstag501.c:144
u16 actor8Talk2Conditions[]
Definition wstag501.c:207
u16 actor6Talk1Conditions[]
Definition wstag501.c:127
AreaBattle area3Battle4
Definition wstag501.c:89
AreaBattle area3Battle3
Definition wstag501.c:88
AreaBattle area0Battle1
Definition wstag501.c:47
FieldActorEntry actor19
Definition wstag501.c:498
AreaBattle area2Battle0
Definition wstag501.c:72
u16 actor12Talk2Actions[]
Definition wstag501.c:292
u16 actor9Conditions[]
Definition wstag501.c:444
u16 actor7Talk0Conditions[]
Definition wstag501.c:184
FieldActorEntry * stageActors[]
Definition wstag501.c:501
u16 actor7Talk0Actions[]
Definition wstag501.c:185
AreaBattle area1Battle2
Definition wstag501.c:61
u16 actor10Talk4Actions[]
Definition wstag501.c:228
u16 actor11Talk4Actions[]
Definition wstag501.c:287
AreaBattle area3Battle0
Definition wstag501.c:85
u16 actor10Talk1Conditions[]
Definition wstag501.c:211
u16 actor11Talk0Conditions[]
Definition wstag501.c:268
u16 actor6Talk5Actions[]
Definition wstag501.c:153
u16 actor6Talk2Conditions[]
Definition wstag501.c:129
AreaBattle area0Battle6
Definition wstag501.c:52
u16 actor10Talk0Conditions[]
Definition wstag501.c:209
FieldTalk actor1Talks[]
Definition wstag501.c:309
u16 actor13Conditions[]
Definition wstag501.c:456
u16 actor10Talk7Conditions[]
Definition wstag501.c:247
AreaBattle area3Battle2
Definition wstag501.c:87
u16 actor6Talk7Conditions[]
Definition wstag501.c:163
FieldTalk actor0Talks[]
Definition wstag501.c:305
u16 actor6Talk2Actions[]
Definition wstag501.c:130
AreaBattle area3Battle1
Definition wstag501.c:86
FieldTalk actor21Talks[]
Definition wstag501.c:417
AreaBattle area0Battle3
Definition wstag501.c:49
FieldTalk actor20Talks[]
Definition wstag501.c:413
FieldActorEntry actor10
Definition wstag501.c:489
u16 actor2Talk0Actions[]
Definition wstag501.c:124
u16 actor19Conditions[]
Definition wstag501.c:478
FieldTalk actor4Talks[]
Definition wstag501.c:321
u16 actor4Conditions[]
Definition wstag501.c:427
u16 actor20Talk0Actions[]
Definition wstag501.c:293
FieldActorEntry actor4
Definition wstag501.c:483
u16 actor3Conditions[]
Definition wstag501.c:422
AreaBattle area3Battle6
Definition wstag501.c:91
FieldTalk actor17Talks[]
Definition wstag501.c:401
FieldTalk actor11Talks[]
Definition wstag501.c:371
FieldActorEntry actor8
Definition wstag501.c:487
u16 actor21Talk1Conditions[]
Definition wstag501.c:299
ActorImage stageImages[]
Definition wstag501.c:101
u16 actor11Talk4Conditions[]
Definition wstag501.c:280
FieldTalk actor6Talks[]
Definition wstag501.c:329
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0016; BGM_0029 instead except at STORY_PR...
Definition wstag501.c:23
u16 actor6Talk6Conditions[]
Definition wstag501.c:154
u16 actor12Talk0Conditions[]
Definition wstag501.c:288
FieldTalk actor19Talks[]
Definition wstag501.c:409
AreaBattle area2Battle4
Definition wstag501.c:76
u16 actor10Talk0Actions[]
Definition wstag501.c:210
u16 actor8Talk1Actions[]
Definition wstag501.c:206
u16 actor16Conditions[]
Definition wstag501.c:467
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag501.c:526
u16 actor10Talk5Actions[]
Definition wstag501.c:237
FieldActorEntry actor9
Definition wstag501.c:488
u16 actor8Conditions[]
Definition wstag501.c:443
FieldActorEntry actor20
Definition wstag501.c:499
u16 actor5Conditions[]
Definition wstag501.c:432
FieldTalk actor10Talks[]
Definition wstag501.c:359
FieldTalk actor3Talks[]
Definition wstag501.c:317
FieldTalk actor9Talks[]
Definition wstag501.c:355
BattleList area3Battles
Definition wstag501.c:93
u16 actor8Talk2Actions[]
Definition wstag501.c:208
u16 actor6Talk3Conditions[]
Definition wstag501.c:131
AreaBattle area3Battle5
Definition wstag501.c:90
AreaBattle area0Battle5
Definition wstag501.c:51
BattleList area1Battles
Definition wstag501.c:67
FieldTalk actor15Talks[]
Definition wstag501.c:393
u16 actor10Talk8Conditions[]
Definition wstag501.c:257
BattleList area2Battles
Definition wstag501.c:80
FieldActorEntry actor15
Definition wstag501.c:494
FieldActorEntry actor12
Definition wstag501.c:491
FieldActorEntry actor16
Definition wstag501.c:495
u16 actor15Conditions[]
Definition wstag501.c:466
AreaBattle area1Battle4
Definition wstag501.c:63
u16 actor6Talk0Conditions[]
Definition wstag501.c:125
u16 actor6Conditions[]
Definition wstag501.c:437
AreaBattle area2Battle2
Definition wstag501.c:74
u16 actor12Talk1Conditions[]
Definition wstag501.c:289
u16 actor12Talk1Actions[]
Definition wstag501.c:290
AreaBattle area1Battle5
Definition wstag501.c:64
u16 actor14Conditions[]
Definition wstag501.c:461
FieldActorEntry actor7
Definition wstag501.c:486
StageSlot stageSlots[]
Definition wstag501.c:552
AreaBattle area2Battle1
Definition wstag501.c:73
u16 actor1Talk0Actions[]
Definition wstag501.c:123
FieldActorEntry actor13
Definition wstag501.c:492
AreaBattle area1Battle3
Definition wstag501.c:62
AreaBattle area1Battle0
Definition wstag501.c:59
FieldActorEntry actor11
Definition wstag501.c:490
FieldActorEntry actor1
Definition wstag501.c:480
FieldActorEntry actor21
Definition wstag501.c:500
u16 actor10Talk3Conditions[]
Definition wstag501.c:215
AreaBattle area0Battle0
Definition wstag501.c:46
AreaBattle area0Battle2
Definition wstag501.c:48
FieldTalk actor13Talks[]
Definition wstag501.c:385
#define STAGE_FILE
Definition wstag501.c:17
AreaBattle area2Battle5
Definition wstag501.c:77
AreaBattle area1Battle1
Definition wstag501.c:60
u16 actor11Talk0Actions[]
Definition wstag501.c:269
u16 actor7Conditions[]
Definition wstag501.c:442
AreaBattle area2Battle3
Definition wstag501.c:75
u16 actor10Talk6Conditions[]
Definition wstag501.c:238
u16 actor6Talk1Actions[]
Definition wstag501.c:128
FieldTalk actor18Talks[]
Definition wstag501.c:405
u16 actor7Talk3Conditions[]
Definition wstag501.c:189
FieldTalk actor7Talks[]
Definition wstag501.c:341
u16 actor21Talk1Actions[]
Definition wstag501.c:304
AreaBattle area0Battle4
Definition wstag501.c:50
#define STAGE_TEXT
Definition wstag501.c:16
FieldTalk actor8Talks[]
Definition wstag501.c:349
u16 actor11Talk2Conditions[]
Definition wstag501.c:271
FieldTalk actor12Talks[]
Definition wstag501.c:379
AreaBattle area3Battle7
Definition wstag501.c:92
u16 actor10Talk4Conditions[]
Definition wstag501.c:221
BattleList area0Battles
Definition wstag501.c:54
u16 actor8Talk0Conditions[]
Definition wstag501.c:204
AreaBattle area1Battle7
Definition wstag501.c:66
FieldTalk actor16Talks[]
Definition wstag501.c:397
u16 actor17Conditions[]
Definition wstag501.c:472
FieldActorEntry actor3
Definition wstag501.c:482
FieldBattles stageBattles[]
Definition wstag501.c:98
u16 actor6Talk4Conditions[]
Definition wstag501.c:137
FieldActorEntry actor14
Definition wstag501.c:493
u16 actor12Conditions[]
Definition wstag501.c:455
u16 actor7Talk2Actions[]
Definition wstag501.c:188