Digimon World 3 decomp
The European version, SLES_039.36
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wstag531.c
Go to the documentation of this file.
1/*
2 * WSTAG531: Jungle Shrine, South Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG530.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
14#define STAGE_FILE 0x73E
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x74E
18#endif
19/* Sets the stage up: its map, actors, battles and events, playing BGM_0015 */
40
67AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
87AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
97 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
98 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
99 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
100 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
101 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
102 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
103 { 0x140, 0x100, 0x178, 0x100, 0xE0, 0, 0x150, 0x1FA },
104 { 0x140, 0x100, 0x168, 0x140, 0xA0, 0x40, 0x160, 0x1FA },
105 { 0x140, 0x100, 0x140, 0x15D, 0, 0x5D, 0x170, 0x1FA },
106};
114 { NULL, actor0Talk0Actions, 0x17E },
115 { NULL, NULL, 0 },
116};
118 { NULL, NULL, 0xB1 },
119 { NULL, NULL, 0 },
120};
122 { NULL, NULL, 0xB3 },
123 { NULL, NULL, 0 },
124};
126 { NULL, NULL, 0xB4 },
127 { NULL, NULL, 0 },
128};
130 { NULL, NULL, 0xB2 },
131 { NULL, NULL, 0 },
132};
144 &actor0,
145 &actor1,
146 &actor2,
147 &actor3,
148 &actor4,
149 NULL,
150};
152 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 477, 371, 0, 0 },
153 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 508, 386, 0, 0 },
154 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 512, 353, 0, 0 },
155 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 543, 368, 0, 0 },
156 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 574, 419, 0, 0 },
157 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 604, 434, 0, 0 },
158 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 608, 401, 0, 0 },
159 { 1, 0, 0x40, 2, 0x39, 2, 0, 3, 4, 0, 639, 416, 0, 0 },
160 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 438, 68, 0, 0 },
161 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 469, 367, 0, 0 },
162 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 500, 383, 0, 0 },
163 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 502, 120, 0, 0 },
164 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 504, 349, 0, 0 },
165 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 522, 110, 0, 0 },
166 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 535, 364, 0, 0 },
167 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 566, 415, 0, 0 },
168 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 596, 431, 0, 0 },
169 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 600, 397, 0, 0 },
170 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 631, 412, 0, 0 },
171 { 1, 0, 0x40, 2, 0x3A, 2, 0, 3, 4, 0, 822, 389, 0, 0 },
172 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x37, 6, 0, 788, 446, 0, 0 },
173 { 1, 0, 0x40, 6, 0x38, 2, 0, 5, 6, 0, 768, 423, 0, 0 },
174 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 426, 82, 0, 0 },
175 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 446, 72, 0, 0 },
176 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 510, 124, 0, 0 },
177 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 530, 114, 0, 0 },
178 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 747, 433, 0, 0 },
179 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 830, 392, 0, 0 },
180 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 830, 475, 0, 0 },
181 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 913, 433, 0, 0 },
182 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 418, 79, 0, 0 },
183 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 739, 430, 0, 0 },
184 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 822, 472, 0, 0 },
185 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 905, 430, 0, 0 },
186 { 1, 0, 0x40, 6, 0x3B, 2, 0, 3, 4, 0, 514, 60, 0, 0 },
187 { 1, 0, 0x40, 6, 0x3C, 2, 0, 3, 4, 0, 510, 56, 0, 0 },
188 { 1, 0, 0x40, 6, 0x3D, 2, 0, 3, 4, 0, 429, 28, 0, 0 },
189 { 1, 0, 0x40, 6, 0x3E, 2, 0, 3, 4, 0, 423, 20, 0, 0 },
190 { 1, 0, 0x50, 4, 0, 0, 0, 0, 0, 0, 474, 362, 406, 0 },
191 { 1, 0, 0x50, 4, 1, 0, 0, 0, 0, 0, 571, 410, 456, 0 },
192 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
193};
195 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A9, 0x3C8, 0xC4, 1, 0, 0, 0 },
196 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B0, 0x98, 0x8C, 7, 0, 0, 0 },
197 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x221, 0xF0, 0, 0, 0, 0 },
198 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x211, 0x158, 0, 0, 0, 0 },
199 { { { FLAG(0, FIELD_FLAG_ENCOUNTERED), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
200 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
201};
202void (*stageFuncs[])(void) = {
204};
206 { 9000, NULL, 0, FIELDSTG_startEventBattle5, NULL },
207 { -1, NULL, 0, NULL, NULL },
208};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
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 PROGRESS(n)
GAME.progress is n.
Definition game_state.h:69
#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_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
Definition story.h:133
#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_AMATERASU_JUNGLE_SHRINE_POWER_CHARGE_FOUND
wstag531: chest that gives the Power Charge, "I got" text; its conditions test it 0
Definition story.h:266
#define SPECIAL_STORY_JUNGLE_SOUND_TO_BLACK_ID_PASS
GAME.progress is from STORY_JUNGLE_SOUND to STORY_BLACK_ID_PASS (PROGRESS_RANGES[0x15])
Definition story.h:1926
#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 actor1Conditions[]
Definition wstag531.c:134
u16 actor0Talk0Actions[]
Definition wstag531.c:107
AreaBattle area2Battle7
Definition wstag531.c:74
FieldActorEntry actor0
Definition wstag531.c:138
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag531.c:202
FieldTalk actor2Talks[]
Definition wstag531.c:121
AreaBattle area2Battle6
Definition wstag531.c:73
AreaBattle area1Battle6
Definition wstag531.c:60
AreaBattle area0Battle7
Definition wstag531.c:48
FieldActorEntry actor2
Definition wstag531.c:140
AreaBattle area3Battle4
Definition wstag531.c:84
AreaBattle area3Battle3
Definition wstag531.c:83
AreaBattle area0Battle1
Definition wstag531.c:42
AreaBattle area2Battle0
Definition wstag531.c:67
FieldActorEntry * stageActors[]
Definition wstag531.c:143
AreaBattle area1Battle2
Definition wstag531.c:56
AreaBattle area3Battle0
Definition wstag531.c:80
AreaBattle area0Battle6
Definition wstag531.c:47
FieldTalk actor1Talks[]
Definition wstag531.c:117
AreaBattle area3Battle2
Definition wstag531.c:82
FieldTalk actor0Talks[]
Definition wstag531.c:113
AreaBattle area3Battle1
Definition wstag531.c:81
AreaBattle area0Battle3
Definition wstag531.c:44
FieldTalk actor4Talks[]
Definition wstag531.c:129
u16 actor4Conditions[]
Definition wstag531.c:137
FieldActorEntry actor4
Definition wstag531.c:142
u16 actor3Conditions[]
Definition wstag531.c:136
AreaBattle area3Battle6
Definition wstag531.c:86
ActorImage stageImages[]
Definition wstag531.c:96
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0015.
Definition wstag531.c:20
AreaBattle area2Battle4
Definition wstag531.c:71
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag531.c:151
FieldTalk actor3Talks[]
Definition wstag531.c:125
BattleList area3Battles
Definition wstag531.c:88
AreaBattle area3Battle5
Definition wstag531.c:85
AreaBattle area0Battle5
Definition wstag531.c:46
BattleList area1Battles
Definition wstag531.c:62
BattleList area2Battles
Definition wstag531.c:75
AreaBattle area1Battle4
Definition wstag531.c:58
AreaBattle area2Battle2
Definition wstag531.c:69
AreaBattle area1Battle5
Definition wstag531.c:59
StageSlot stageSlots[]
Definition wstag531.c:194
AreaBattle area2Battle1
Definition wstag531.c:68
AreaBattle area1Battle3
Definition wstag531.c:57
AreaBattle area1Battle0
Definition wstag531.c:54
FieldActorEntry actor1
Definition wstag531.c:139
AreaBattle area0Battle0
Definition wstag531.c:41
AreaBattle area0Battle2
Definition wstag531.c:43
#define STAGE_FILE
Definition wstag531.c:17
AreaBattle area2Battle5
Definition wstag531.c:72
AreaBattle area1Battle1
Definition wstag531.c:55
AreaBattle area2Battle3
Definition wstag531.c:70
u16 actor2Conditions[]
Definition wstag531.c:135
AreaBattle area0Battle4
Definition wstag531.c:45
#define STAGE_TEXT
Definition wstag531.c:16
AreaBattle area3Battle7
Definition wstag531.c:87
BattleList area0Battles
Definition wstag531.c:49
AreaBattle area1Battle7
Definition wstag531.c:61
FieldActorEntry actor3
Definition wstag531.c:141
FieldBattles stageBattles[]
Definition wstag531.c:93
FieldEvent stageEvents[]
Definition wstag531.c:205
u16 actor0Conditions[]
Definition wstag531.c:133