12 switch (task->
state) {
27#define STAGE_CHILDREN_SIZE 4
50#if VERSION_US || VERSION_JP
51#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
52#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
53#define STAGE_FILE 0x544
55#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
56#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
57#define STAGE_FILE 0x554
292 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
293 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
294 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
295 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
296 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
297 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
298 { 0x140, 0x100, 0x140, 0x100, 0, 0, 0x170, 0x1FC },
299 { 0x140, 0x100, 0x14E, 0x100, 0x38, 0, 0x140, 0x1FB },
579 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 999, 303, 0, 0 },
580 { 1, 0, 0x40, 6, 0x38, 2, 0, 3, 6, 0, 613, 221, 0, 0 },
581 { 1, 0, 0x40, 6, 0x38, 2, 0, 3, 6, 0, 725, 165, 0, 0 },
582 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 258, 102, 0, 0 },
583 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 531, 190, 0, 0 },
584 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 758, 111, 0, 0 },
585 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 806, 87, 0, 0 },
586 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 827, 275, 0, 0 },
587 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 859, 292, 0, 0 },
588 { 1, 0, 0x40, 6, 0x39, 2, 0, 3, 4, 0, 1002, 301, 0, 0 },
589 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 266, 105, 0, 0 },
590 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 539, 193, 0, 0 },
591 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 621, 224, 0, 0 },
592 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 733, 168, 0, 0 },
593 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 766, 114, 0, 0 },
594 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 814, 90, 0, 0 },
595 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 835, 279, 0, 0 },
596 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 867, 295, 0, 0 },
597 { 1, 0, 0x40, 6, 0x3A, 2, 0, 3, 4, 0, 1010, 304, 0, 0 },
598 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
601 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x242, 0x3E0, 0x1B0, 3, 0, 0, 0 },
602 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x245, 0x78, 0x21C, 5, 0, 0, 0 },
603 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 5, 0x3A0, 0x190, 0, 0, 0, 0 },
604 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 5, 0x3B0, 0x1E8, 0, 0, 0, 0 },
605 { { {
PROGRESS(
STORY_BULBMON_FOUND), 1 }, {
FLAG_ZHU_QUE_CHIEF_WIN_SEEN, 0 } },
SLOT_EVENT, 0x2BC, 0, 0, 0, 0, 0, 0 },
606 { { {
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.
#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_LOOK_AT(snap, x, y)
FIELDSTG_pointCamera.
#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 SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
#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 SLOT_EVENT
starts the event arg
#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 FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
#define FIELD_COMMAND_PLAY_BULB_003
#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 FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
#define MUSIC_JUNGLE_SHRINE
BGM_0015: the Jungle Grave, the Jungle Shrine and the Catacomb.
#define MUSIC_BOSS
BOSS_000: the sectors' boss battles.
#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)
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
@ STORY_BLACK_ID_PASS
WSTAG756 (Battle Gate), event 911: the Black ID Pass.
@ STORY_WHITE_ID_PASS
WSTAG676 (Bai Hu Dome), event 901: the General says the A.o.A came on Bulbmon (the White ID Pass)
@ 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_BLUE_ID_PASS
WSTAG421 (Qing Long City), event 743: with the Blue ID Pass a Trooper takes the player for the Qing L...
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
@ STORY_BULBMON_BEATEN
WSTAG521 (Zhu Que Hall), event 751: Bulbmon is beaten (the Red ID Pass); its hole leads on to the Ama...
@ STORY_JUNGLE_SOUND
WSTAG545 (Bug Maze Pit), event 711: Patamon heard a weird sound from the jungle, where its leader wen...
@ STORY_WAY_TO_AMATERASU
WSTAG305, events 893 and 895: the way into Amaterasu City, the A.o.A's headquarters,...
@ STORY_DE_KNOWLEDGE
WSTAG526 (Zhu Que UG Lake), event 760: the fight with Zanbamon (the DE Knowledge)
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
@ STORY_GENBU_BADGE
WSTAG755 (Battle Gate), event 781: the Xuen Wu Chief, who holds the Black ID Pass,...
@ 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_ZHU_QUE_CHIEF_WIN_SEEN
wstag537 event 700: "I won against Zhu Que Chief!", the player gets the Red ID Pass; set at its end,...
#define FLAG_ZANBAMON_BEATEN
wstag535/537 Catacomb: set with Zanbamon's event 1262/1455 ("I lost...", gives the Rusty Katana); tes...
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(* 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 actor0Talk0Conditions[]
u16 actor8Talk1Conditions[]
void endEvent700(void)
After event 700, with Suzaku Leader: keeps it from playing again.
u16 actor0Talk1Conditions[]
u16 actor2Talk1Conditions[]
u16 actor25Talk0Actions[]
void endEvent1455(void)
After event 1455, with Zanbamon: lets event 1456 start and starts the stage's event battle 0.
u16 actor20Talk1Conditions[]
u16 actor5Talk0Conditions[]
u16 actor25Talk0Conditions[]
u16 actor19Talk0Actions[]
u16 actor11Talk1Conditions[]
u16 actor1Talk1Conditions[]
u16 actor9Talk0Conditions[]
u16 actor6Talk1Conditions[]
u16 actor3Talk0Conditions[]
u16 actor7Talk0Conditions[]
FieldActorEntry * stageActors[]
u16 actor19Talk0Conditions[]
u16 actor10Talk1Conditions[]
u16 actor11Talk0Conditions[]
u16 actor4Talk1Conditions[]
u16 actor12Talk0Actions[]
u16 actor18Talk1Conditions[]
u16 actor16Talk0Actions[]
u16 actor10Talk0Conditions[]
u16 actor22Talk1Conditions[]
u16 actor13Talk0Conditions[]
u16 actor1Talk0Conditions[]
u16 actor25Talk1Conditions[]
void endEvent1456(void)
After event 1456, with Zanbamon: gives the player the Rusty Katana and keeps it from playing again.
u16 actor3Talk1Conditions[]
u16 actor20Talk0Actions[]
u16 actor14Talk1Conditions[]
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0015.
u16 actor12Talk0Conditions[]
u16 actor13Talk0Actions[]
u16 actor10Talk0Actions[]
u16 actor4Talk0Conditions[]
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
u16 actor16Talk1Conditions[]
u16 actor9Talk1Conditions[]
u16 actor22Talk0Conditions[]
u16 actor2Talk0Conditions[]
u16 actor6Talk0Conditions[]
u16 actor12Talk1Conditions[]
u16 actor14Talk0Actions[]
u16 actor22Talk0Actions[]
u16 actor5Talk1Conditions[]
u16 actor16Talk0Conditions[]
u16 actor19Talk1Conditions[]
u16 actor11Talk0Actions[]
u16 actor13Talk1Conditions[]
u16 actor20Talk0Conditions[]
u16 actor18Talk0Conditions[]
u16 actor18Talk0Actions[]
u16 actor8Talk0Conditions[]
FieldBattles stageBattles[]
u16 actor14Talk0Conditions[]