Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag535.c
Go to the documentation of this file.
1/*
2 * WSTAG535: Catacomb, South Sector: before STORY_BULBMON_FOUND. The Jungle
3 * Shrine (WSTAG530) leads here (mode 579) until GAME.progress reaches 0x1A.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
9/* Back from the battle after event 1262, starts event 1263, with Zanbamon, unless it has played */
10void updateStage(StageTask *task, void **children) {
11 switch (task->state) {
12 case TASK_INIT:
13 default:
14 task->nextState(task);
16 children[0] = FIELDSTG_startEvent(0x4EF);
17 }
18 break;
19 case TASK_RUN:
20 case TASK_DONE:
21 case TASK_KILL:
22 break;
23 }
24}
25
26#define STAGE_CHILDREN_SIZE 4
28
29/* After event 1262, with Zanbamon: lets event 1263 start and starts the stage's event battle 0 */
34
35/*
36 * After event 1263, with Zanbamon: gives the player the Rusty Katana and
37 * keeps it from playing again
38 */
43
44#if VERSION_US || VERSION_JP
45#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
46#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
47#define STAGE_FILE 0x285
48#define STAGE_ARCHIVE 0x3CE
49#elif VERSION_EU
50#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
51#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
52#define STAGE_FILE 0x294
53#define STAGE_ARCHIVE 0x3DE
54#endif
55/* Sets the stage up: its map, actors, battles and events, playing BGM_0015 */
76
78 SCRIPT_FOLLOW(1, 2),
79 SCRIPT_WALK(2, 0x357, 0x93, 5),
80 SCRIPT_PLACE(0x85, 0x377, 0x85),
81 SCRIPT_POSE(0x85, 1, 1),
84 SCRIPT_POSE(2, 1, 5),
85 SCRIPT_WAIT(6),
86 SCRIPT_WAIT(0x1E),
87 SCRIPT_TALK(0, 1, 2, 3),
88 SCRIPT_POSE(2, 7, 5),
90 SCRIPT_POSE(2, 1, 5),
91 SCRIPT_WAIT(0x1E),
92 SCRIPT_TALK(0, 2, 0x85, 0),
94 SCRIPT_WAIT(0x1E),
95 SCRIPT_TALK(0, 3, 2, 3),
96 SCRIPT_POSE(2, 7, 5),
98 SCRIPT_POSE(2, 1, 5),
99 SCRIPT_WAIT(0x1E),
100 SCRIPT_TALK(0, 4, 0x85, 0),
101 SCRIPT_TALK(0, 0, 0, 0),
102 SCRIPT_TALK(0, 4, 0x85, 0),
104 SCRIPT_WAIT(0x1E),
106 /* after the end, the original's padding up to a word, which isn't zeros */
107#if VERSION_JP
108 0x800A,
109#endif
110};
112 SCRIPT_FOLLOW(1, 2),
113 SCRIPT_PLACE(2, 0x357, 0x93),
114 SCRIPT_POSE(2, 1, 5),
115 SCRIPT_PLACE(0x85, 0x377, 0x85),
116 SCRIPT_POSE(0x85, 1, 1),
117 SCRIPT_WAIT(0x78),
118 SCRIPT_TALK(0, 1, 0x85, 0),
120 SCRIPT_WAIT(0x1E),
121 SCRIPT_TALK(0, 2, 2, 3),
122 SCRIPT_POSE(2, 7, 5),
124 SCRIPT_POSE(2, 1, 5),
125 SCRIPT_WAIT(0x1E),
126 SCRIPT_TALK(0, 3, 0x85, 0),
129 SCRIPT_WAIT(0x3C),
130 SCRIPT_TALK(0, 4, 2, 3),
131 SCRIPT_POSE(2, 7, 5),
133 SCRIPT_POSE(2, 1, 5),
134 SCRIPT_WAIT(0x1E),
135 SCRIPT_TALK(0, 5, 0x85, 0),
137 SCRIPT_WAIT(0x3C),
139};
166AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
167AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
168AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
169AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
170AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
171AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
172AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
180AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
181AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
182AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
183AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
185AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
196 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
197 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
198 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
199 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
200 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
201 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
202 { 0x180, 0x100, 0x180, 0x100, 0x100, 0, 0x170, 0x1F5 },
203};
236 { actor0Talk1Conditions, NULL, 0x1E3 },
237 { NULL, NULL, 0 },
238};
241 { actor1Talk1Conditions, NULL, 0x1E3 },
242 { NULL, NULL, 0 },
243};
246 { actor2Talk1Conditions, NULL, 0x1E4 },
247 { NULL, NULL, 0 },
248};
251 { actor3Talk1Conditions, NULL, 0x1E3 },
252 { NULL, NULL, 0 },
253};
256 { actor4Talk1Conditions, NULL, 0x1EA },
257 { NULL, NULL, 0 },
258};
261 { actor5Talk1Conditions, NULL, 0x1E9 },
262 { NULL, NULL, 0 },
263};
266 { actor6Talk1Conditions, NULL, 0x1E8 },
267 { NULL, NULL, 0 },
268};
271 { actor7Talk1Conditions, NULL, 0x1E7 },
272 { NULL, NULL, 0 },
273};
276 { actor8Talk1Conditions, NULL, 0x1E6 },
277 { NULL, NULL, 0 },
278};
281 { actor9Talk1Conditions, NULL, 0x1E5 },
282 { NULL, NULL, 0 },
283};
305 &actor0,
306 &actor1,
307 &actor2,
308 &actor3,
309 &actor4,
310 &actor5,
311 &actor6,
312 &actor7,
313 &actor8,
314 &actor9,
315 NULL,
316};
318 { 1, 0, 0x70, 2, 0x36, 1, 0x36, 0x3B, 6, 0, 949, 142, 0, 0 },
319 { 1, 0, 0x70, 2, 0x3C, 1, 0x3C, 0x41, 6, 0, 941, 141, 0, 0 },
320 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 999, 304, 0, 0 },
321 { 1, 0, 0x78, 6, 0x32, 2, 0, 0xD, 8, 0, 1000, 393, 0, 0 },
322 { 1, 0, 0x78, 6, 0x33, 2, 0, 0xD, 8, 0, 993, 389, 0, 0 },
323 { 1, 0, 0x70, 6, 0x34, 2, 0, 0xD, 8, 0, 642, 153, 0, 0 },
324 { 1, 0, 0x70, 6, 0x35, 2, 0, 0xD, 8, 0, 634, 144, 0, 0 },
325 { 1, 0, 0x70, 6, 0x42, 1, 0x42, 0x47, 6, 0, 955, 71, 0, 0 },
326 { 1, 0, 0x70, 6, 0x48, 1, 0x48, 0x4D, 6, 0, 946, 71, 0, 0 },
327 { 1, 0, 0x70, 6, 0x4E, 1, 0x4E, 0x53, 6, 0, 618, 227, 0, 0 },
328 { 1, 0, 0x70, 6, 0x4E, 1, 0x4E, 0x53, 6, 0, 730, 171, 0, 0 },
329 { 1, 0, 0x70, 6, 0x54, 2, 0, 3, 6, 0, 614, 232, 0, 0 },
330 { 1, 0, 0x70, 6, 0x54, 2, 0, 3, 6, 0, 726, 176, 0, 0 },
331 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 258, 102, 0, 0 },
332 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 531, 190, 0, 0 },
333 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 758, 111, 0, 0 },
334 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 806, 87, 0, 0 },
335 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 827, 275, 0, 0 },
336 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 859, 292, 0, 0 },
337 { 1, 0, 0x70, 6, 0x55, 2, 0, 3, 4, 0, 1002, 301, 0, 0 },
338 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 266, 105, 0, 0 },
339 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 539, 193, 0, 0 },
340 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 766, 114, 0, 0 },
341 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 814, 90, 0, 0 },
342 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 835, 279, 0, 0 },
343 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 867, 295, 0, 0 },
344 { 1, 0, 0x70, 6, 0x56, 2, 0, 3, 4, 0, 1010, 304, 0, 0 },
345 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
346};
348 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x242, 0x3E0, 0x1B0, 3, 0, 0, 0 },
349 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x3A0, 0x190, 0, 0, 0, 0 },
350 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x3B0, 0x1E8, 0, 0, 0, 0 },
351 { { { FLAG(0, FIELD_FLAG_ENCOUNTERED), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
352 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
353};
354void (*stageFuncs[])(void) = {
356};
358 { 1262, script1262, EVENT_TEXT(0xC), NULL, endEvent1262 },
359 { 1263, script1263, EVENT_TEXT(0xD), NULL, endEvent1263 },
360 { 9000, NULL, 0, FIELDSTG_startEventBattle5, NULL },
361 { -1, NULL, 0, NULL, NULL },
362};
#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
#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).
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 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_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 SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
Definition field_map.h:171
#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 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 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 FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#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 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_BOSS
BOSS_000: the sectors' boss battles.
Definition sound.h:108
#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_AGUMON_SUITS
WSTAG380 (Divermon's Lake), event 205: the Mischievous Mat, caught in his Etemon Suit,...
Definition story.h:52
@ STORY_SEPIKMON_MASK_LOST
WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his ...
Definition story.h:49
@ STORY_ZANBAMON_DRIVEN_OFF
WSTAG475 (Shaman House), event 230: the Smelly Herb drives Zanbamon off the way.
Definition story.h:55
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ 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_SOUTH_STATION_GHOST
WSTAG440 (South Station), event 152: a ghost's voice in the empty station.
Definition story.h:45
@ STORY_CODE_PASSES_NEEDED
WSTAG685, event 690: Leader Chuck says stopping Knightmon takes the four City Leaders' Code Passes.
Definition story.h:100
#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 FLAG_ZANBAMON_WIN_SEEN
wstag535 event 1262: Zanbamon loses and gives the Rusty Katana; set at its end, tested 1 to start eve...
Definition story.h:1469
#define FLAG_MAGNAANGEMON_DDNA_REQUEST_SEEN
wstag535 event 1263: the player asks MagnaAngemon for the Patamon DDNA and he wants a battle; set at ...
Definition story.h:1472
#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
#define FLAG_ZANBAMON_BEATEN
wstag535/537 Catacomb: set with Zanbamon's event 1262/1455 ("I lost...", gives the Rusty Katana); tes...
Definition story.h:615
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 wstag535.c:285
u16 actor0Talk0Actions[]
Definition wstag535.c:205
AreaBattle area2Battle7
Definition wstag535.c:173
u16 actor6Talk0Actions[]
Definition wstag535.c:223
FieldActorEntry actor0
Definition wstag535.c:294
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag535.c:354
FieldActorEntry actor6
Definition wstag535.c:300
u16 actor7Talk1Conditions[]
Definition wstag535.c:227
u16 actor0Talk0Conditions[]
Definition wstag535.c:204
void endEvent1262(void)
After event 1262, with Zanbamon: lets event 1263 start and starts the stage's event battle 0.
Definition wstag535.c:30
FieldTalk actor2Talks[]
Definition wstag535.c:244
AreaBattle area2Battle6
Definition wstag535.c:172
u16 actor8Talk1Conditions[]
Definition wstag535.c:230
u16 actor0Talk1Conditions[]
Definition wstag535.c:206
u16 actor2Talk1Conditions[]
Definition wstag535.c:212
s16 script1263[]
Definition wstag535.c:111
u16 actor5Talk0Conditions[]
Definition wstag535.c:219
FieldTalk actor5Talks[]
Definition wstag535.c:259
AreaBattle area1Battle6
Definition wstag535.c:159
FieldActorEntry actor5
Definition wstag535.c:299
u16 actor1Talk1Conditions[]
Definition wstag535.c:209
AreaBattle area0Battle7
Definition wstag535.c:147
FieldActorEntry actor2
Definition wstag535.c:296
u16 actor9Talk0Conditions[]
Definition wstag535.c:231
u16 actor6Talk1Conditions[]
Definition wstag535.c:224
u16 actor3Talk0Conditions[]
Definition wstag535.c:213
AreaBattle area3Battle4
Definition wstag535.c:183
AreaBattle area3Battle3
Definition wstag535.c:182
AreaBattle area0Battle1
Definition wstag535.c:141
AreaBattle area2Battle0
Definition wstag535.c:166
u16 actor9Conditions[]
Definition wstag535.c:293
u16 actor7Talk0Conditions[]
Definition wstag535.c:225
FieldActorEntry * stageActors[]
Definition wstag535.c:304
u16 actor7Talk0Actions[]
Definition wstag535.c:226
AreaBattle area1Battle2
Definition wstag535.c:155
AreaBattle area3Battle0
Definition wstag535.c:179
u16 actor4Talk1Conditions[]
Definition wstag535.c:218
AreaBattle area0Battle6
Definition wstag535.c:146
FieldTalk actor1Talks[]
Definition wstag535.c:239
AreaBattle area3Battle2
Definition wstag535.c:181
u16 actor1Talk0Conditions[]
Definition wstag535.c:207
s16 script1262[]
Definition wstag535.c:77
FieldTalk actor0Talks[]
Definition wstag535.c:234
AreaBattle area3Battle1
Definition wstag535.c:180
#define STAGE_ARCHIVE
Definition wstag535.c:53
AreaBattle area0Battle3
Definition wstag535.c:143
u16 actor3Talk1Conditions[]
Definition wstag535.c:215
u16 actor2Talk0Actions[]
Definition wstag535.c:211
FieldTalk actor4Talks[]
Definition wstag535.c:254
u16 actor4Conditions[]
Definition wstag535.c:288
FieldActorEntry actor4
Definition wstag535.c:298
u16 actor3Conditions[]
Definition wstag535.c:287
AreaBattle area3Battle6
Definition wstag535.c:185
FieldActorEntry actor8
Definition wstag535.c:302
ActorImage stageImages[]
Definition wstag535.c:195
FieldTalk actor6Talks[]
Definition wstag535.c:264
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0015.
Definition wstag535.c:56
AreaBattle area2Battle4
Definition wstag535.c:170
u16 actor4Talk0Conditions[]
Definition wstag535.c:216
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag535.c:317
FieldActorEntry actor9
Definition wstag535.c:303
u16 actor8Conditions[]
Definition wstag535.c:292
u16 actor9Talk1Conditions[]
Definition wstag535.c:233
u16 actor5Conditions[]
Definition wstag535.c:289
FieldTalk actor3Talks[]
Definition wstag535.c:249
FieldTalk actor9Talks[]
Definition wstag535.c:279
BattleList area3Battles
Definition wstag535.c:187
AreaBattle area3Battle5
Definition wstag535.c:184
AreaBattle area0Battle5
Definition wstag535.c:145
BattleList area1Battles
Definition wstag535.c:161
u16 actor5Talk0Actions[]
Definition wstag535.c:220
void endEvent1263(void)
After event 1263, with Zanbamon: gives the player the Rusty Katana and keeps it from playing again.
Definition wstag535.c:39
BattleList area2Battles
Definition wstag535.c:174
u16 actor2Talk0Conditions[]
Definition wstag535.c:210
AreaBattle area1Battle4
Definition wstag535.c:157
u16 actor6Talk0Conditions[]
Definition wstag535.c:222
u16 actor6Conditions[]
Definition wstag535.c:290
AreaBattle area2Battle2
Definition wstag535.c:168
AreaBattle area1Battle5
Definition wstag535.c:158
FieldActorEntry actor7
Definition wstag535.c:301
StageSlot stageSlots[]
Definition wstag535.c:347
AreaBattle area2Battle1
Definition wstag535.c:167
u16 actor1Talk0Actions[]
Definition wstag535.c:208
u16 actor5Talk1Conditions[]
Definition wstag535.c:221
u16 actor8Talk0Actions[]
Definition wstag535.c:229
AreaBattle area1Battle3
Definition wstag535.c:156
AreaBattle area1Battle0
Definition wstag535.c:153
FieldActorEntry actor1
Definition wstag535.c:295
AreaBattle area0Battle0
Definition wstag535.c:140
u16 actor9Talk0Actions[]
Definition wstag535.c:232
AreaBattle area0Battle2
Definition wstag535.c:142
#define STAGE_FILE
Definition wstag535.c:52
AreaBattle area2Battle5
Definition wstag535.c:171
u16 actor4Talk0Actions[]
Definition wstag535.c:217
AreaBattle area1Battle1
Definition wstag535.c:154
u16 actor7Conditions[]
Definition wstag535.c:291
AreaBattle area2Battle3
Definition wstag535.c:169
u16 actor2Conditions[]
Definition wstag535.c:286
FieldTalk actor7Talks[]
Definition wstag535.c:269
AreaBattle area0Battle4
Definition wstag535.c:144
#define STAGE_TEXT
Definition wstag535.c:50
u16 actor3Talk0Actions[]
Definition wstag535.c:214
FieldTalk actor8Talks[]
Definition wstag535.c:274
AreaBattle area3Battle7
Definition wstag535.c:186
BattleList area0Battles
Definition wstag535.c:148
u16 actor8Talk0Conditions[]
Definition wstag535.c:228
AreaBattle area1Battle7
Definition wstag535.c:160
FieldActorEntry actor3
Definition wstag535.c:297
FieldBattles stageBattles[]
Definition wstag535.c:192
FieldEvent stageEvents[]
Definition wstag535.c:357
u16 actor0Conditions[]
Definition wstag535.c:284