10 switch (task->
state) {
25#define STAGE_CHILDREN_SIZE 4
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
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
144#elif VERSION_EU || VERSION_JP
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 },
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 },
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 },
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
GameState GAME
The save data, the game mode and the methods.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
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.
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#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_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
#define FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
#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 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 EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
#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...
#define PROGRESS(n)
GAME.progress is n.
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
#define MUSIC_SUZAKU_CITY
BGM_0016: Suzaku City and its Hall.
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
#define MUSIC_BOSS_1
BOSS_001: the Digimon Arena's, the cities', the dungeons' and the A.o.A's boss battles.
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])
#define SPECIAL_STORY_JUNGLE_SOUND_TO_NETWORK_OFFLINE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_NETWORK_OFFLINE (PROGRESS_RANGES[0x19])
@ 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_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
@ STORY_ZANBAMON_DRIVEN_OFF
WSTAG475 (Shaman House), event 230: the Smelly Herb drives Zanbamon off the way.
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
@ STORY_SUZAKU_BADGE
WSTAG520, event 261: the Suzaku Leader is beaten (the Suzaku Badge), and Kail says Teddy went to Asuk...
@ 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_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
@ STORY_CODE_PASSES_NEEDED
WSTAG685, event 690: Leader Chuck says stopping Knightmon takes the four City Leaders' Code Passes.
@ STORY_NETWORK_OFFLINE
WSTAG750, event 886: the news say the Optical Network is offline.
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
#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...
#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_ASUKA_HEADQUARTERS_TO_GUNSLINGER
GAME.progress is from STORY_ASUKA_HEADQUARTERS to 0x2A (PROGRESS_RANGES[5]); nothing sets 0x2A,...
#define FLAG_SUZAKU_LEADER_WIN_SEEN
wstag520 event 260: Suzaku Leader lost and gives the Suzaku Badge; set at its end,...
#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 battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
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,...
void(* applyAction)(s32 code, s32 value)
s32(* checkCondition)(u16 code, u16 value)
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
The task a stage starts (startStage), updated by its updateStage.
void(* nextState)(struct StageTask *task)
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
void endEvent261(void)
After event 261, with Suzaku Leader: gives the player the Suzaku Badge and moves the story on to STOR...
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
u16 actor7Talk1Conditions[]
u16 actor23Talk0Actions[]
u16 actor7Talk2Conditions[]
u16 actor28Talk0Actions[]
u16 actor7Talk0Conditions[]
FieldActorEntry * stageActors[]
u16 actor14Talk1Conditions[]
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0016; BGM_0029 instead at story s...
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
void endEvent695(void)
After event 695, with Patamon: moves the story on to STORY_BULBMON_FOUND.
void endEvent260(void)
After event 260, with Suzaku Leader: lets event 261 start and starts the stage's event battle 0.
FieldBattles stageBattles[]
u16 actor14Talk0Conditions[]