Digimon World 3 decomp
The European version, SLES_039.36
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wstag505.c
Go to the documentation of this file.
1/*
2 * WSTAG505: Suzaku Inn, Suzaku City.
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_01)
13#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
14#define STAGE_FILE 0x22D
15#define STAGE_ARCHIVE 0x3CB
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
18#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
19#define STAGE_FILE 0x23C
20#define STAGE_ARCHIVE 0x3DB
21#endif
22/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
41
43 SCRIPT_WALK(2, 0x2D0, 0x1A0, 5),
44 SCRIPT_PLACE(0x15, 0x2F0, 0x191),
45 SCRIPT_POSE(0x15, 1, 1),
48 SCRIPT_POSE(2, 1, 5),
49 SCRIPT_WAIT(6),
50 SCRIPT_WAIT(0x1E),
51 SCRIPT_TALK(0, 1, 0x15, 0),
53 SCRIPT_WAIT(0x1E),
54 SCRIPT_POSE(0x15, 0x36, 1),
56 SCRIPT_WAIT_ANIM(0x15),
57 SCRIPT_POSE(0x15, 0x37, 1),
58 SCRIPT_WAIT(0x5A),
59 SCRIPT_LEAVE(0xC04, 0, 0, 0),
61};
63 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
64 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
65 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
66 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
67 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
68 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
69 { 0x140, 0x100, 0x176, 0x125, 0xD8, 0x25, 0x140, 0x1FF },
70 { 0x140, 0x100, 0x156, 0x143, 0x58, 0x43, 0x150, 0x1FF },
71 { 0x140, 0x100, 0x140, 0x16F, 0, 0x6F, 0x160, 0x1FF },
72 { 0x140, 0x100, 0x148, 0x16F, 0x20, 0x6F, 0x170, 0x1FF },
73};
74u16 actor0Talk0Actions[] = { 0x7A22, 1, CODES_END };
78 { NULL, NULL, 0 },
79};
82 { NULL, NULL, 0 },
83};
85 { NULL, NULL, 0x8F },
86 { NULL, NULL, 0 },
87};
89 { NULL, NULL, 0x86 },
90 { NULL, NULL, 0 },
91};
93 { NULL, NULL, 0x87 },
94 { NULL, NULL, 0 },
95};
97 { NULL, NULL, 0x88 },
98 { NULL, NULL, 0 },
99};
101 { NULL, NULL, 0x89 },
102 { NULL, NULL, 0 },
103};
105 { NULL, NULL, 0x8A },
106 { NULL, NULL, 0 },
107};
109 { NULL, NULL, 0x8B },
110 { NULL, NULL, 0 },
111};
113 { NULL, NULL, 0x8B },
114 { NULL, NULL, 0 },
115};
117 { NULL, NULL, 0x8C },
118 { NULL, NULL, 0 },
119};
121 { NULL, NULL, 0x8D },
122 { NULL, NULL, 0 },
123};
125 { NULL, NULL, 0x6F },
126 { NULL, NULL, 0 },
127};
129 { NULL, NULL, 0x8E },
130 { NULL, NULL, 0 },
131};
144FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 673, 370, 1 };
145FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 752, 401, 1 };
159 &actor0,
160 &actor1,
161 &actor2,
162 &actor3,
163 &actor4,
164 &actor5,
165 &actor6,
166 &actor7,
167 &actor8,
168 &actor9,
169 &actor10,
170 &actor11,
171 &actor12,
172 &actor13,
173 NULL,
174};
176 { 1, 0, 0x50, 4, 0, 0, 0, 0, 0, 0, 510, 318, 407, 0 },
177 { 1, 0, 0x80, 4, 1, 0, 0, 0, 0, 0, 671, 351, 374, 0 },
178 { 1, 0, 0x80, 4, 2, 0, 0, 0, 0, 0, 676, 315, 367, 0 },
179 { 1, 0, 0xE0, 4, 3, 0, 0, 0, 0, 0, 608, 315, 374, 0 },
180 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 175, 201, 239, 0 },
181 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 207, 185, 224, 0 },
182 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 237, 176, 208, 0 },
183 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 632, 227, 236, 0 },
184 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 615, 191, 229, 0 },
185 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 575, 174, 212, 0 },
186 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
187};
189 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23E, 0xE8, 0x17C, 7, 0, 0, 0 },
190 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
191};
192void (*stageFuncs[])(void) = {
194};
196 { 1220, script1220, EVENT_TEXT(8), NULL, NULL },
197 { -1, NULL, 0, NULL, NULL },
198};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
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 FIELD_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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 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 SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#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 START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#define CODES_END
Definition game_state.h:83
#define PROGRESS(n)
GAME.progress is n.
Definition game_state.h:69
#define MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
Definition sound.h:81
#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
@ 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_ZANBAMON_DRIVEN_OFF
WSTAG475 (Shaman House), event 230: the Smelly Herb drives Zanbamon off the way.
Definition story.h:55
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ 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_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 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 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
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
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
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 actor0Talk0Actions[]
Definition wstag505.c:74
FieldActorEntry actor0
Definition wstag505.c:144
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag505.c:192
FieldActorEntry actor6
Definition wstag505.c:150
u16 actor11Conditions[]
Definition wstag505.c:141
FieldTalk actor2Talks[]
Definition wstag505.c:84
u16 actor10Conditions[]
Definition wstag505.c:140
FieldTalk actor5Talks[]
Definition wstag505.c:96
FieldActorEntry actor5
Definition wstag505.c:149
FieldActorEntry actor2
Definition wstag505.c:146
u16 actor9Conditions[]
Definition wstag505.c:139
s16 script1220[]
Definition wstag505.c:42
FieldActorEntry * stageActors[]
Definition wstag505.c:158
FieldTalk actor1Talks[]
Definition wstag505.c:80
u16 actor13Conditions[]
Definition wstag505.c:143
FieldTalk actor0Talks[]
Definition wstag505.c:76
#define STAGE_ARCHIVE
Definition wstag505.c:20
FieldActorEntry actor10
Definition wstag505.c:154
FieldTalk actor4Talks[]
Definition wstag505.c:92
u16 actor4Conditions[]
Definition wstag505.c:134
FieldActorEntry actor4
Definition wstag505.c:148
u16 actor3Conditions[]
Definition wstag505.c:133
FieldTalk actor11Talks[]
Definition wstag505.c:120
FieldActorEntry actor8
Definition wstag505.c:152
ActorImage stageImages[]
Definition wstag505.c:62
FieldTalk actor6Talks[]
Definition wstag505.c:100
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag505.c:23
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag505.c:175
FieldActorEntry actor9
Definition wstag505.c:153
u16 actor8Conditions[]
Definition wstag505.c:138
u16 actor5Conditions[]
Definition wstag505.c:135
FieldTalk actor10Talks[]
Definition wstag505.c:116
FieldTalk actor3Talks[]
Definition wstag505.c:88
FieldTalk actor9Talks[]
Definition wstag505.c:112
FieldActorEntry actor12
Definition wstag505.c:156
u16 actor6Conditions[]
Definition wstag505.c:136
FieldActorEntry actor7
Definition wstag505.c:151
StageSlot stageSlots[]
Definition wstag505.c:188
u16 actor1Talk0Actions[]
Definition wstag505.c:75
FieldActorEntry actor13
Definition wstag505.c:157
FieldActorEntry actor11
Definition wstag505.c:155
FieldActorEntry actor1
Definition wstag505.c:145
FieldTalk actor13Talks[]
Definition wstag505.c:128
#define STAGE_FILE
Definition wstag505.c:19
u16 actor7Conditions[]
Definition wstag505.c:137
u16 actor2Conditions[]
Definition wstag505.c:132
FieldTalk actor7Talks[]
Definition wstag505.c:104
#define STAGE_TEXT
Definition wstag505.c:17
FieldTalk actor8Talks[]
Definition wstag505.c:108
FieldTalk actor12Talks[]
Definition wstag505.c:124
FieldActorEntry actor3
Definition wstag505.c:147
FieldEvent stageEvents[]
Definition wstag505.c:195
u16 actor12Conditions[]
Definition wstag505.c:142