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
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
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 },
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 },
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 },
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.
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
#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...
#define FIELD_COMMAND_PLAY_SAVEDEMO
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
#define SCRIPT_WAIT_BOX
until box 0 closes
#define SLOT_EXIT
The kinds of StageSlot (type).
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
#define SCRIPT_WAIT(frames)
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
#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...
FieldState FIELDSTG_state
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
#define PROGRESS(n)
GAME.progress is n.
#define MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
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])
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
@ STORY_BULBMON_FOUND
WSTAG520 (Suzaku Hall), event 695: another earthquake; Bulbmon digs the holes.
@ STORY_ZANBAMON_DRIVEN_OFF
WSTAG475 (Shaman House), event 230: the Smelly Herb drives Zanbamon off the way.
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
@ 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...
@ STORY_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
@ STORY_CODE_PASSES_NEEDED
WSTAG685, event 690: Leader Chuck says stopping Knightmon takes the four City Leaders' Code Passes.
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
#define SPECIAL_STORY_DE_SINCERITY_TO_LISA_SAVED
GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM
GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x10])
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
FieldEvent * events
up to the first id -1
s32 soundBank
SOUND.loadBank's, or 0.
StageTile * objects
the map objects, up to the first margin 0
s32 imageFile
or an image archive file, or 0
Vec2 start
where the player starts
StageSlot * slots
up to the first type 0
ActorImage * actors
then the actors', from actors[2]
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
s32 startDir
and its direction
s32 textFile
the stage's text file, for the talks
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
FieldActorEntry * stageActors[]
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)