Digimon World 3 decomp
The European version, SLES_039.36
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wstag520.c
Go to the documentation of this file.
1/*
2 * WSTAG520: Suzaku Hall, Suzaku City.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* Creates the event object of story progress 0xA */
9void updateStage(StageTask *task, void **children) {
10 switch (task->state) {
11 case TASK_INIT:
12 default:
14 children[0] = FIELDSTG_startEvent(0x105);
15 }
16 task->nextState(task);
17 break;
18 case TASK_RUN:
19 case TASK_DONE:
20 case TASK_KILL:
21 break;
22 }
23}
24
25#define STAGE_CHILDREN_SIZE 4
27
28/*
29 * After event 260, with Suzaku Leader: lets event 261 start and starts the
30 * stage's event battle 0
31 */
36
37/*
38 * After event 261, with Suzaku Leader: gives the player the Suzaku Badge and
39 * moves the story on to STORY_SUZAKU_BADGE
40 */
41void endEvent261(void) {
42 FLAGS_00.applyAction(ITEM(0, 0xA), 1);
44}
45
46/* After event 695, with Patamon: moves the story on to STORY_BULBMON_FOUND */
50
51#if VERSION_US || VERSION_JP
52#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
53#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
54#define STAGE_FILE 0x23C
55#define STAGE_ARCHIVE 0x3CC
56#elif VERSION_EU
57#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
58#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
59#define STAGE_FILE 0x24B
60#define STAGE_ARCHIVE 0x3DC
61#endif
62/*
63 * Sets the stage up: its map, actors, battles and events, playing BGM_0016;
64 * BGM_0029 instead at story steps 0x27 to 0x28
65 */
89
91 SCRIPT_WALK(2, 0x1B9, 0xD5, 3),
92 SCRIPT_PLACE(0x8D, 0x1A1, 0xC9),
93 SCRIPT_POSE(0x8D, 1, 7),
96 SCRIPT_POSE(2, 1, 3),
97 SCRIPT_WAIT(0x1E),
98 SCRIPT_TALK(0, 1, 0x8D, 0),
100 SCRIPT_WAIT(0x1E),
101 SCRIPT_TALK(0, 2, 2, 0),
102 SCRIPT_POSE(2, 7, 3),
104 SCRIPT_POSE(2, 1, 3),
105 SCRIPT_WAIT(0x1E),
106 SCRIPT_TALK(0, 3, 0x8D, 0),
108 SCRIPT_WAIT(0x1E),
110};
112 SCRIPT_PLACE(2, 0x1B9, 0xD5),
113 SCRIPT_POSE(2, 1, 3),
114 SCRIPT_PLACE(0x8D, 0x1A1, 0xC9),
115 SCRIPT_POSE(0x8D, 1, 7),
116 SCRIPT_WAIT(0x78),
117 SCRIPT_TALK(0, 1, 0x8D, 0),
119 SCRIPT_WAIT(0x1E),
120 SCRIPT_TALK(0, 2, 2, 0),
121 SCRIPT_POSE(2, 7, 3),
123 SCRIPT_POSE(2, 1, 3),
124 SCRIPT_WAIT(0x1E),
125 SCRIPT_TALK(0, 3, 0x8D, 0),
128 SCRIPT_WAIT(0x1E),
129 SCRIPT_TALK(0, 4, 2, 0),
130 SCRIPT_POSE(2, 7, 3),
132 SCRIPT_POSE(2, 1, 3),
133 SCRIPT_WAIT(0x1E),
134 SCRIPT_TALK(0, 5, 0x8D, 0),
136 SCRIPT_WAIT(0x1E),
137 SCRIPT_WALK(2, 0x1D1, 0xE1, 7),
138 SCRIPT_WAIT(6),
139 SCRIPT_LEAVE(0x23E, 0x238, 0x8C, 1),
141 /* after the end, the original's padding up to a word, which isn't zeros */
142#if VERSION_US
143 0x1,
144#elif VERSION_EU || VERSION_JP
145 0x800A,
146#endif
147};
149 SCRIPT_WALK(2, 0x129, 0xCD, 5),
150 SCRIPT_PLACE(0x42, 0x141, 0xC1),
151 SCRIPT_POSE(0x42, 1, 1),
154 SCRIPT_POSE(2, 1, 5),
155 SCRIPT_WAIT(0x1E),
156 SCRIPT_TALK(0, 1, 2, 3),
157 SCRIPT_POSE(2, 7, 5),
159 SCRIPT_POSE(2, 1, 5),
160 SCRIPT_WAIT(0x1E),
161 SCRIPT_TALK(0, 2, 0x42, 0),
163 SCRIPT_WAIT(0x1E),
164 SCRIPT_TALK(0, 3, 2, 3),
165 SCRIPT_POSE(2, 7, 5),
167 SCRIPT_POSE(2, 1, 5),
168 SCRIPT_WAIT(0x1E),
169 SCRIPT_TALK(0, 4, 0x42, 0),
171 SCRIPT_WAIT(0x1E),
172 SCRIPT_TALK(0, 5, 2, 3),
173 SCRIPT_POSE(2, 7, 5),
175 SCRIPT_POSE(2, 1, 5),
176 SCRIPT_WAIT(0x1E),
177 SCRIPT_WALK(2, 0x168, 0xF5, 7),
178 SCRIPT_POSE(0x42, 1, 3),
179 SCRIPT_WAIT(0x3C),
180 SCRIPT_LEAVE(0x23E, 0x238, 0x8C, 1),
182};
183AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
184AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
185AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
189AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
190AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
196AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
197AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
198AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
199AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
200AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
201AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
202AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
203AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
209AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
210AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
211AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
212AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
213AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
214AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
215AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
216AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
224AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
225AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
226AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
227AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
228AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
229AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
239 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
240 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
241 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
242 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
243 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
244 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
245 { 0x140, 0x100, 0x140, 0x19D, 0, 0x9D, 0x160, 0x1FF },
246 { 0x140, 0x100, 0x166, 0x19D, 0x98, 0x9D, 0x170, 0x1FF },
247 { 0x140, 0x100, 0x168, 0x175, 0xA0, 0x75, 0x160, 0x1FE },
248 { 0x140, 0x100, 0x14C, 0x15A, 0x30, 0x5A, 0x170, 0x1FE },
249 { 0x140, 0x100, 0x170, 0x175, 0xC0, 0x75, 0x150, 0x1FD },
250 { 0x140, 0x100, 0x156, 0x17E, 0x58, 0x7E, 0x160, 0x1FD },
251 { 0x140, 0x100, 0x15E, 0x17E, 0x78, 0x7E, 0x170, 0x1FD },
252 { 0x140, 0x100, 0x16E, 0x19D, 0xB8, 0x9D, 0x150, 0x1FC },
253 { 0x140, 0x100, 0x176, 0x19D, 0xD8, 0x9D, 0x160, 0x1FC },
254};
275 { NULL, NULL, 0xA2 },
276 { NULL, NULL, 0 },
277};
279 { NULL, NULL, 0x93 },
280 { NULL, NULL, 0 },
281};
283 { NULL, NULL, 0x96 },
284 { NULL, NULL, 0 },
285};
287 { NULL, NULL, 0x99 },
288 { NULL, NULL, 0 },
289};
291 { NULL, NULL, 0xAE },
292 { NULL, NULL, 0 },
293};
295 { NULL, NULL, 0xAB },
296 { NULL, NULL, 0 },
297};
299 { NULL, NULL, 0xA8 },
300 { NULL, NULL, 0 },
301};
303 { actor7Talk0Conditions, NULL, 0x99 },
304 { actor7Talk1Conditions, NULL, 0x9C },
305 { actor7Talk2Conditions, NULL, 0x99 },
306 { NULL, NULL, 0 },
307};
309 { NULL, NULL, 0x9F },
310 { NULL, NULL, 0 },
311};
313 { NULL, NULL, 0xA2 },
314 { NULL, NULL, 0 },
315};
317 { NULL, NULL, 0xA5 },
318 { NULL, NULL, 0 },
319};
321 { NULL, NULL, 0x11E },
322 { NULL, NULL, 0 },
323};
325 { NULL, NULL, 0x97 },
326 { NULL, NULL, 0 },
327};
329 { NULL, NULL, 0x9A },
330 { NULL, NULL, 0 },
331};
333 { actor14Talk0Conditions, NULL, 0x9D },
334 { actor14Talk1Conditions, NULL, 0x3D },
335 { NULL, NULL, 0 },
336};
338 { NULL, NULL, 0xAC },
339 { NULL, NULL, 0 },
340};
342 { NULL, NULL, 0xA9 },
343 { NULL, NULL, 0 },
344};
346 { NULL, NULL, 0x9D },
347 { NULL, NULL, 0 },
348};
350 { NULL, NULL, 0xA0 },
351 { NULL, NULL, 0 },
352};
354 { NULL, NULL, 0xA3 },
355 { NULL, NULL, 0 },
356};
358 { NULL, NULL, 0xA6 },
359 { NULL, NULL, 0 },
360};
362 { NULL, NULL, 0x11F },
363 { NULL, NULL, 0 },
364};
366 { NULL, NULL, 0x91 },
367 { NULL, NULL, 0 },
368};
370 { NULL, actor23Talk0Actions, 0xA3 },
371 { NULL, NULL, 0 },
372};
374 { NULL, NULL, 0x94 },
375 { NULL, NULL, 0 },
376};
378 { NULL, NULL, 0x170 },
379 { NULL, NULL, 0 },
380};
382 { NULL, NULL, 0x170 },
383 { NULL, NULL, 0 },
384};
386 { NULL, NULL, 0x11D },
387 { NULL, NULL, 0 },
388};
390 { NULL, actor28Talk0Actions, 0x92 },
391 { NULL, NULL, 0 },
392};
394 { NULL, NULL, 0xAA },
395 { NULL, NULL, 0 },
396};
398 { NULL, NULL, 0x95 },
399 { NULL, NULL, 0 },
400};
402 { NULL, NULL, 0x98 },
403 { NULL, NULL, 0 },
404};
406 { NULL, NULL, 0x9B },
407 { NULL, NULL, 0 },
408};
410 { NULL, NULL, 0xB0 },
411 { NULL, NULL, 0 },
412};
414 { NULL, NULL, 0x9E },
415 { NULL, NULL, 0 },
416};
418 { NULL, NULL, 0xA1 },
419 { NULL, NULL, 0 },
420};
422 { NULL, NULL, 0xAD },
423 { NULL, NULL, 0 },
424};
426 { NULL, NULL, 0x90 },
427 { NULL, NULL, 0 },
428};
511FieldActorEntry actor36 = { NULL, NULL, 0x93, 8, 198, 184, 7 };
512FieldActorEntry actor37 = { NULL, NULL, 0x94, 9, 223, 172, 7 };
513FieldActorEntry actor38 = { NULL, NULL, 0x95, 0xA, 248, 160, 7 };
517 &actor0,
518 &actor1,
519 &actor2,
520 &actor3,
521 &actor4,
522 &actor5,
523 &actor6,
524 &actor7,
525 &actor8,
526 &actor9,
527 &actor10,
528 &actor11,
529 &actor12,
530 &actor13,
531 &actor14,
532 &actor15,
533 &actor16,
534 &actor17,
535 &actor18,
536 &actor19,
537 &actor20,
538 &actor21,
539 &actor22,
540 &actor23,
541 &actor24,
542 &actor25,
543 &actor26,
544 &actor27,
545 &actor28,
546 &actor29,
547 &actor30,
548 &actor31,
549 &actor32,
550 &actor33,
551 &actor34,
552 &actor35,
553 &actor36,
554 &actor37,
555 &actor38,
556 &actor39,
557 &actor40,
558 NULL,
559};
561 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 323, 114, 0, 0 },
562 { 1, 0, 0xA0, 6, 0xA, 0, 0, 0, 0, 0, 367, 110, 0, 0 },
563 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 205, 181, 199, 0 },
564 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 237, 165, 183, 0 },
565 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 270, 149, 167, 0 },
566 { 1, 0, 0x40, 4, 0x33, 2, 0, 1, 4, 0, 186, 161, 199, 0 },
567 { 1, 0, 0x40, 4, 0x33, 2, 0, 1, 4, 0, 218, 145, 183, 0 },
568 { 1, 0, 0x40, 4, 0x33, 2, 0, 1, 4, 0, 252, 129, 167, 0 },
569 { 1, 0, 0x58, 4, 0, 0, 0, 0, 0, 0, 521, 189, 272, 0 },
570 { 1, 0, 0xA0, 4, 1, 0, 0, 0, 0, 0, 367, 110, 256, 0 },
571 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 230, 243, 272, 0 },
572 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 259, 221, 255, 0 },
573 { 1, 0, 0x58, 4, 4, 0, 0, 0, 0, 0, 171, 118, 198, 0 },
574 { 1, 0, 0x55, 4, 5, 0, 0, 0, 0, 0, 138, 106, 182, 0 },
575 { 1, 0, 0x5C, 4, 6, 0, 0, 0, 0, 0, 263, 68, 153, 0 },
576 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
577};
579 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23E, 0x32A, 0x9C, 7, 0, 0, 0 },
580 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23E, 0x238, 0x8C, 1, 0, 0, 0 },
581 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x1CE, 0xE6, 0, 0, 0, 0 },
582 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x1BE, 0x12E, 0, 0, 0, 0 },
583 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x220, 0x150, 0, 0, 0, 0 },
584 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x230, 0x1B8, 0, 0, 0, 0 },
585 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
586};
587void (*stageFuncs[])(void) = {
589};
591 { 260, script260, EVENT_TEXT(1), NULL, endEvent260 },
592 { 261, script261, EVENT_TEXT(2), NULL, endEvent261 },
593 { 695, script695, EVENT_TEXT(0x20), NULL, endEvent695 },
594 { -1, NULL, 0, NULL, NULL },
595};
#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
#define TASK_RUN
Definition task.h:35
#define TASK_KILL
Definition task.h:37
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
Definition task.h:34
#define TASK_DONE
Definition task.h:36
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
Definition event.c:250
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
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#define SLOT_CLIMB_UP
Definition field_map.h:256
#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_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
Definition field_map.h:85
#define FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
Definition field_map.h:44
#define SLOT_CLIMB_DOWN
Definition field_map.h:257
#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 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 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 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_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
Definition sound.h:148
#define MUSIC_BOSS_1
BOSS_001: the Digimon Arena's, the cities', the dungeons' and the A.o.A's boss battles.
Definition sound.h:109
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
@ STORY_NETWORK_OFFLINE
WSTAG750, event 886: the news say the Optical Network is offline.
Definition story.h:123
#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_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_ASUKA_HEADQUARTERS_TO_GUNSLINGER
GAME.progress is from STORY_ASUKA_HEADQUARTERS to 0x2A (PROGRESS_RANGES[5]); nothing sets 0x2A,...
Definition story.h:1878
#define FLAG_SUZAKU_LEADER_WIN_SEEN
wstag520 event 260: Suzaku Leader lost and gives the Suzaku Badge; set at its end,...
Definition story.h:1297
#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 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
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
The task a stage starts (startStage), updated by its updateStage.
Definition stage.h:26
void(* nextState)(struct StageTask *task)
Definition stage.h:27
s32 state
Definition stage.h:27
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 wstag520.c:430
void endEvent261(void)
After event 261, with Suzaku Leader: gives the player the Suzaku Badge and moves the story on to STOR...
Definition wstag520.c:41
u16 actor26Conditions[]
Definition wstag520.c:463
AreaBattle area2Battle7
Definition wstag520.c:216
FieldActorEntry actor0
Definition wstag520.c:475
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag520.c:587
FieldActorEntry actor6
Definition wstag520.c:481
u16 actor7Talk1Conditions[]
Definition wstag520.c:260
u16 actor23Talk0Actions[]
Definition wstag520.c:272
u16 actor11Conditions[]
Definition wstag520.c:440
FieldTalk actor31Talks[]
Definition wstag520.c:401
FieldTalk actor2Talks[]
Definition wstag520.c:282
AreaBattle area2Battle6
Definition wstag520.c:215
u16 actor10Conditions[]
Definition wstag520.c:439
FieldActorEntry actor25
Definition wstag520.c:500
FieldActorEntry actor24
Definition wstag520.c:499
u16 actor18Conditions[]
Definition wstag520.c:451
FieldActorEntry actor17
Definition wstag520.c:492
FieldActorEntry actor39
Definition wstag520.c:514
u16 actor7Talk2Conditions[]
Definition wstag520.c:265
u16 actor34Conditions[]
Definition wstag520.c:471
FieldActorEntry actor33
Definition wstag520.c:508
FieldTalk actor14Talks[]
Definition wstag520.c:332
u16 actor24Conditions[]
Definition wstag520.c:457
FieldActorEntry actor18
Definition wstag520.c:493
FieldTalk actor5Talks[]
Definition wstag520.c:294
AreaBattle area1Battle6
Definition wstag520.c:202
FieldActorEntry actor40
Definition wstag520.c:515
FieldActorEntry actor5
Definition wstag520.c:480
FieldActorEntry actor37
Definition wstag520.c:512
FieldActorEntry actor36
Definition wstag520.c:511
u16 actor28Talk0Actions[]
Definition wstag520.c:273
u16 actor35Conditions[]
Definition wstag520.c:472
FieldTalk actor33Talks[]
Definition wstag520.c:409
u16 actor22Conditions[]
Definition wstag520.c:455
s16 script695[]
Definition wstag520.c:148
AreaBattle area0Battle7
Definition wstag520.c:190
FieldActorEntry actor2
Definition wstag520.c:477
FieldActorEntry actor31
Definition wstag520.c:506
AreaBattle area3Battle4
Definition wstag520.c:226
AreaBattle area3Battle3
Definition wstag520.c:225
AreaBattle area0Battle1
Definition wstag520.c:184
FieldActorEntry actor23
Definition wstag520.c:498
FieldActorEntry actor19
Definition wstag520.c:494
AreaBattle area2Battle0
Definition wstag520.c:209
u16 actor9Conditions[]
Definition wstag520.c:438
u16 actor7Talk0Conditions[]
Definition wstag520.c:255
FieldActorEntry * stageActors[]
Definition wstag520.c:516
FieldActorEntry actor28
Definition wstag520.c:503
AreaBattle area1Battle2
Definition wstag520.c:198
u16 actor23Conditions[]
Definition wstag520.c:456
u16 actor32Conditions[]
Definition wstag520.c:469
AreaBattle area3Battle0
Definition wstag520.c:222
u16 actor29Conditions[]
Definition wstag520.c:466
u16 actor30Conditions[]
Definition wstag520.c:467
FieldActorEntry actor22
Definition wstag520.c:497
AreaBattle area0Battle6
Definition wstag520.c:189
FieldTalk actor1Talks[]
Definition wstag520.c:278
u16 actor13Conditions[]
Definition wstag520.c:442
AreaBattle area3Battle2
Definition wstag520.c:224
FieldTalk actor35Talks[]
Definition wstag520.c:417
FieldActorEntry actor29
Definition wstag520.c:504
FieldTalk actor0Talks[]
Definition wstag520.c:274
AreaBattle area3Battle1
Definition wstag520.c:223
#define STAGE_ARCHIVE
Definition wstag520.c:60
FieldTalk actor21Talks[]
Definition wstag520.c:361
AreaBattle area0Battle3
Definition wstag520.c:186
FieldActorEntry actor27
Definition wstag520.c:502
FieldTalk actor20Talks[]
Definition wstag520.c:357
FieldActorEntry actor10
Definition wstag520.c:485
u16 actor31Conditions[]
Definition wstag520.c:468
u16 actor19Conditions[]
Definition wstag520.c:452
FieldTalk actor4Talks[]
Definition wstag520.c:290
u16 actor4Conditions[]
Definition wstag520.c:433
FieldTalk actor27Talks[]
Definition wstag520.c:385
FieldActorEntry actor4
Definition wstag520.c:479
u16 actor3Conditions[]
Definition wstag520.c:432
AreaBattle area3Battle6
Definition wstag520.c:228
FieldTalk actor17Talks[]
Definition wstag520.c:345
FieldTalk actor39Talks[]
Definition wstag520.c:421
FieldActorEntry actor35
Definition wstag520.c:510
FieldTalk actor11Talks[]
Definition wstag520.c:320
FieldActorEntry actor32
Definition wstag520.c:507
FieldActorEntry actor8
Definition wstag520.c:483
ActorImage stageImages[]
Definition wstag520.c:238
u16 actor14Talk1Conditions[]
Definition wstag520.c:271
FieldTalk actor28Talks[]
Definition wstag520.c:389
FieldTalk actor6Talks[]
Definition wstag520.c:298
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0016; BGM_0029 instead at story s...
Definition wstag520.c:66
FieldTalk actor25Talks[]
Definition wstag520.c:377
FieldTalk actor19Talks[]
Definition wstag520.c:353
AreaBattle area2Battle4
Definition wstag520.c:213
u16 actor33Conditions[]
Definition wstag520.c:470
FieldTalk actor23Talks[]
Definition wstag520.c:369
u16 actor16Conditions[]
Definition wstag520.c:445
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag520.c:560
FieldActorEntry actor9
Definition wstag520.c:484
u16 actor8Conditions[]
Definition wstag520.c:437
FieldActorEntry actor20
Definition wstag520.c:495
FieldTalk actor26Talks[]
Definition wstag520.c:381
u16 actor5Conditions[]
Definition wstag520.c:434
void endEvent695(void)
After event 695, with Patamon: moves the story on to STORY_BULBMON_FOUND.
Definition wstag520.c:47
FieldTalk actor10Talks[]
Definition wstag520.c:316
FieldTalk actor3Talks[]
Definition wstag520.c:286
FieldTalk actor9Talks[]
Definition wstag520.c:312
BattleList area3Battles
Definition wstag520.c:230
s16 script260[]
Definition wstag520.c:90
AreaBattle area3Battle5
Definition wstag520.c:227
FieldTalk actor32Talks[]
Definition wstag520.c:405
AreaBattle area0Battle5
Definition wstag520.c:188
BattleList area1Battles
Definition wstag520.c:204
FieldTalk actor15Talks[]
Definition wstag520.c:337
BattleList area2Battles
Definition wstag520.c:217
FieldTalk actor40Talks[]
Definition wstag520.c:425
FieldActorEntry actor15
Definition wstag520.c:490
FieldActorEntry actor12
Definition wstag520.c:487
u16 actor27Conditions[]
Definition wstag520.c:464
FieldActorEntry actor16
Definition wstag520.c:491
u16 actor15Conditions[]
Definition wstag520.c:444
AreaBattle area1Battle4
Definition wstag520.c:200
FieldActorEntry actor38
Definition wstag520.c:513
u16 actor6Conditions[]
Definition wstag520.c:435
AreaBattle area2Battle2
Definition wstag520.c:211
AreaBattle area1Battle5
Definition wstag520.c:201
u16 actor14Conditions[]
Definition wstag520.c:443
FieldActorEntry actor30
Definition wstag520.c:505
FieldActorEntry actor7
Definition wstag520.c:482
StageSlot stageSlots[]
Definition wstag520.c:578
AreaBattle area2Battle1
Definition wstag520.c:210
FieldActorEntry actor13
Definition wstag520.c:488
FieldTalk actor24Talks[]
Definition wstag520.c:373
AreaBattle area1Battle3
Definition wstag520.c:199
AreaBattle area1Battle0
Definition wstag520.c:196
FieldActorEntry actor11
Definition wstag520.c:486
u16 actor25Conditions[]
Definition wstag520.c:458
FieldActorEntry actor1
Definition wstag520.c:476
u16 actor40Conditions[]
Definition wstag520.c:474
FieldActorEntry actor21
Definition wstag520.c:496
AreaBattle area0Battle0
Definition wstag520.c:183
AreaBattle area0Battle2
Definition wstag520.c:185
FieldTalk actor13Talks[]
Definition wstag520.c:328
#define STAGE_FILE
Definition wstag520.c:59
AreaBattle area2Battle5
Definition wstag520.c:214
AreaBattle area1Battle1
Definition wstag520.c:197
u16 actor7Conditions[]
Definition wstag520.c:436
AreaBattle area2Battle3
Definition wstag520.c:212
u16 actor39Conditions[]
Definition wstag520.c:473
u16 actor2Conditions[]
Definition wstag520.c:431
FieldTalk actor18Talks[]
Definition wstag520.c:349
FieldTalk actor7Talks[]
Definition wstag520.c:302
u16 actor20Conditions[]
Definition wstag520.c:453
AreaBattle area0Battle4
Definition wstag520.c:187
FieldActorEntry actor34
Definition wstag520.c:509
#define STAGE_TEXT
Definition wstag520.c:57
FieldTalk actor8Talks[]
Definition wstag520.c:308
FieldTalk actor34Talks[]
Definition wstag520.c:413
FieldTalk actor30Talks[]
Definition wstag520.c:397
FieldTalk actor12Talks[]
Definition wstag520.c:324
AreaBattle area3Battle7
Definition wstag520.c:229
u16 actor21Conditions[]
Definition wstag520.c:454
BattleList area0Battles
Definition wstag520.c:191
AreaBattle area1Battle7
Definition wstag520.c:203
void endEvent260(void)
After event 260, with Suzaku Leader: lets event 261 start and starts the stage's event battle 0.
Definition wstag520.c:32
u16 actor28Conditions[]
Definition wstag520.c:465
FieldTalk actor16Talks[]
Definition wstag520.c:341
u16 actor17Conditions[]
Definition wstag520.c:446
FieldTalk actor29Talks[]
Definition wstag520.c:393
s16 script261[]
Definition wstag520.c:111
FieldActorEntry actor3
Definition wstag520.c:478
FieldActorEntry actor26
Definition wstag520.c:501
FieldBattles stageBattles[]
Definition wstag520.c:235
FieldActorEntry actor14
Definition wstag520.c:489
FieldEvent stageEvents[]
Definition wstag520.c:590
u16 actor12Conditions[]
Definition wstag520.c:441
FieldTalk actor22Talks[]
Definition wstag520.c:365
u16 actor14Talk0Conditions[]
Definition wstag520.c:270
u16 actor0Conditions[]
Definition wstag520.c:429