Digimon World 3 decomp
The European version, SLES_039.36
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wstag530.c
Go to the documentation of this file.
1/*
2 * WSTAG530: Jungle Shrine, South Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11/* Defined below, after the code that uses them */
12extern StageSlot stageSlots0[];
13extern StageSlot stageSlots1[];
14#if VERSION_US || VERSION_JP
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
16#define STAGE_FILE 0x26A
17#define STAGE_ARCHIVE 0x3CD
18#elif VERSION_EU
19#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
20#define STAGE_FILE 0x279
21#define STAGE_ARCHIVE 0x3DD
22#endif
23/*
24 * Sets the stage up: its map, actors, battles and events, playing BGM_0015;
25 * slot list 0 before STORY_BULBMON_FOUND, 1 from then on
26 */
51
78AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
91AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
92AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
93AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
94AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
95AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
97AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
98AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
108 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
109 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
110 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
111 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
112 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
113 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
114 { 0x140, 0x100, 0x178, 0x100, 0xE0, 0, 0x150, 0x1FA },
115};
123 { NULL, actor0Talk0Actions, 0x16D },
124 { NULL, NULL, 0 },
125};
129 &actor0,
130 NULL,
131};
133 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 477, 371, 0, 0 },
134 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 508, 386, 0, 0 },
135 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 512, 353, 0, 0 },
136 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 543, 368, 0, 0 },
137 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 574, 419, 0, 0 },
138 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 604, 434, 0, 0 },
139 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 608, 401, 0, 0 },
140 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 639, 416, 0, 0 },
141 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 438, 68, 0, 0 },
142 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 469, 367, 0, 0 },
143 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 500, 383, 0, 0 },
144 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 502, 120, 0, 0 },
145 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 504, 349, 0, 0 },
146 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 522, 110, 0, 0 },
147 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 535, 364, 0, 0 },
148 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 566, 415, 0, 0 },
149 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 596, 431, 0, 0 },
150 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 600, 397, 0, 0 },
151 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 631, 412, 0, 0 },
152 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 822, 389, 0, 0 },
153 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x37, 6, 0, 788, 446, 0, 0 },
154 { 1, 0, 0x40, 6, 0x38, 2, 0, 5, 6, 0, 768, 423, 0, 0 },
155 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 426, 82, 0, 0 },
156 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 446, 72, 0, 0 },
157 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 510, 124, 0, 0 },
158 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 530, 114, 0, 0 },
159 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 747, 433, 0, 0 },
160 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 830, 392, 0, 0 },
161 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 830, 475, 0, 0 },
162 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 913, 433, 0, 0 },
163 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 418, 79, 0, 0 },
164 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 739, 430, 0, 0 },
165 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 822, 472, 0, 0 },
166 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 905, 430, 0, 0 },
167 { 1, 0, 0x40, 6, 0x3B, 2, 0, 3, 4, 0, 514, 60, 0, 0 },
168 { 1, 0, 0x40, 6, 0x3C, 2, 0, 3, 4, 0, 510, 56, 0, 0 },
169 { 1, 0, 0x40, 6, 0x3D, 2, 0, 3, 4, 0, 429, 28, 0, 0 },
170 { 1, 0, 0x40, 6, 0x3E, 2, 0, 3, 4, 0, 423, 20, 0, 0 },
171 { 1, 0, 0x50, 4, 0, 0, 0, 0, 0, 0, 474, 362, 406, 0 },
172 { 1, 0, 0x50, 4, 1, 0, 0, 0, 0, 0, 571, 410, 456, 0 },
173 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
174};
176 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23C, 0x3C8, 0xC4, 1, 0, 0, 0 },
177 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x243, 0x98, 0x8C, 7, 0, 0, 0 },
178 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x221, 0xF0, 0, 0, 0, 0 },
179 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x211, 0x158, 0, 0, 0, 0 },
180 { { { FLAG(0, FIELD_FLAG_ENCOUNTERED), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
181};
183 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x23C, 0x3C8, 0xC4, 1, 0, 0, 0 },
184 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x244, 0x98, 0x8C, 7, 0, 0, 0 },
185 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x221, 0xF0, 0, 0, 0, 0 },
186 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x211, 0x158, 0, 0, 0, 0 },
187 { { { FLAG(0, FIELD_FLAG_ENCOUNTERED), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
188 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
189};
190void (*stageFuncs[])(void) = {
192};
194 { 9000, NULL, 0, FIELDSTG_startEventBattle5, NULL },
195 { -1, NULL, 0, NULL, NULL },
196};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
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.
void * FIELDSTG_startEventBattle5(void)
Starts battle 5 of the fourth area: the end of the stages' events 9000.
Definition field.c:1010
#define SLOT_CLIMB_UP
Definition field_map.h:256
#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_CLIMB_DOWN
Definition field_map.h:257
#define SLOT_EVENT
starts the event arg
Definition field_map.h:262
#define FIELD_FLAG_ENCOUNTERED
The FLAGS_00 flag that every encounter sets (FIELDSTG_startEncounter); until it is set,...
Definition field_map.h:190
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#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 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 MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_JUNGLE_SHRINE
BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb.
Definition sound.h:91
#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
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
@ STORY_BULBMON_FOUND
WSTAG520 (Suzaku Hall), event 695: another earthquake; Bulbmon digs the holes.
Definition story.h:103
#define FLAG_JUNGLE_SHRINE_POWER_CHARGE_FOUND
wstag530: chest that gives the Power Charge, "I got" text; its conditions test it 0
Definition story.h:191
#define SPECIAL_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
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
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 wstag530.c:116
AreaBattle area2Battle7
Definition wstag530.c:85
FieldActorEntry actor0
Definition wstag530.c:127
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag530.c:190
AreaBattle area2Battle6
Definition wstag530.c:84
AreaBattle area1Battle6
Definition wstag530.c:71
AreaBattle area0Battle7
Definition wstag530.c:59
AreaBattle area3Battle4
Definition wstag530.c:95
AreaBattle area3Battle3
Definition wstag530.c:94
AreaBattle area0Battle1
Definition wstag530.c:53
AreaBattle area2Battle0
Definition wstag530.c:78
FieldActorEntry * stageActors[]
Definition wstag530.c:128
AreaBattle area1Battle2
Definition wstag530.c:67
AreaBattle area3Battle0
Definition wstag530.c:91
AreaBattle area0Battle6
Definition wstag530.c:58
StageSlot stageSlots0[]
Defined below, after the code that uses them.
Definition wstag530.c:175
AreaBattle area3Battle2
Definition wstag530.c:93
FieldTalk actor0Talks[]
Definition wstag530.c:122
AreaBattle area3Battle1
Definition wstag530.c:92
#define STAGE_ARCHIVE
Definition wstag530.c:21
AreaBattle area0Battle3
Definition wstag530.c:55
AreaBattle area3Battle6
Definition wstag530.c:97
ActorImage stageImages[]
Definition wstag530.c:107
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0015; slot list 0 before STORY_BU...
Definition wstag530.c:27
StageSlot stageSlots1[]
Definition wstag530.c:182
AreaBattle area2Battle4
Definition wstag530.c:82
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag530.c:132
BattleList area3Battles
Definition wstag530.c:99
AreaBattle area3Battle5
Definition wstag530.c:96
AreaBattle area0Battle5
Definition wstag530.c:57
BattleList area1Battles
Definition wstag530.c:73
BattleList area2Battles
Definition wstag530.c:86
AreaBattle area1Battle4
Definition wstag530.c:69
AreaBattle area2Battle2
Definition wstag530.c:80
AreaBattle area1Battle5
Definition wstag530.c:70
AreaBattle area2Battle1
Definition wstag530.c:79
AreaBattle area1Battle3
Definition wstag530.c:68
AreaBattle area1Battle0
Definition wstag530.c:65
AreaBattle area0Battle0
Definition wstag530.c:52
AreaBattle area0Battle2
Definition wstag530.c:54
#define STAGE_FILE
Definition wstag530.c:20
AreaBattle area2Battle5
Definition wstag530.c:83
AreaBattle area1Battle1
Definition wstag530.c:66
AreaBattle area2Battle3
Definition wstag530.c:81
AreaBattle area0Battle4
Definition wstag530.c:56
#define STAGE_TEXT
Definition wstag530.c:19
AreaBattle area3Battle7
Definition wstag530.c:98
BattleList area0Battles
Definition wstag530.c:60
AreaBattle area1Battle7
Definition wstag530.c:72
FieldBattles stageBattles[]
Definition wstag530.c:104
FieldEvent stageEvents[]
Definition wstag530.c:193
u16 actor0Conditions[]
Definition wstag530.c:126