Digimon World 3 decomp
The European version, SLES_039.36
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wstag540.c
Go to the documentation of this file.
1/*
2 * WSTAG540: Bug Maze, Network Break.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
13#define STAGE_FILE 0x6E9
14#elif VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
16#define STAGE_FILE 0x6F9
17#endif
18/* Sets the stage up: its map, actors and battles, playing BGM_0017 */
39
53AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
96 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
97 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
98 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
99 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
100 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
101 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
102 { 0x140, 0x100, 0x174, 0x1D8, 0xD0, 0xD8, 0x140, 0x1FA },
103 { 0x180, 0x100, 0x1A0, 0x168, 0x180, 0x68, 0x150, 0x1FA },
104 { 0x180, 0x100, 0x1A6, 0x168, 0x198, 0x68, 0x160, 0x1FA },
105};
125 { NULL, actor0Talk0Actions, 0x261 },
126 { NULL, NULL, 0 },
127};
129 { NULL, actor1Talk0Actions, 0x16D },
130 { NULL, NULL, 0 },
131};
133 { NULL, actor2Talk0Actions, 0x32D },
134 { NULL, NULL, 0 },
135};
141FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0x4E, 6, 1313, 1138, 1 };
143 &actor0,
144 &actor1,
145 &actor2,
146 NULL,
147};
149 { 1, 0, 0x64, 2, 0xD, 0, 0, 0, 0, 0, 358, 319, 0, 0 },
150 { 1, 0, 0x64, 2, 0xE, 0, 0, 0, 0, 0, 508, 332, 0, 0 },
151 { 1, 0, 0x64, 2, 0xF, 0, 0, 0, 0, 0, 887, 399, 0, 0 },
152 { 1, 0, 0x64, 2, 0xF, 0, 0, 0, 0, 0, 1007, 403, 0, 0 },
153 { 1, 0, 0x64, 2, 0x10, 0, 0, 0, 0, 0, 800, 411, 0, 0 },
154 { 1, 0, 0x64, 2, 0x10, 0, 0, 0, 0, 0, 1159, 424, 0, 0 },
155 { 1, 0, 0x64, 2, 0x11, 0, 0, 0, 0, 0, 1126, 413, 0, 0 },
156 { 1, 0, 0x50, 2, 0x12, 0, 0, 0, 0, 0, 1266, 453, 0, 0 },
157 { 1, 0, 0xDC, 2, 0x13, 0, 0, 0, 0, 0, 1360, 483, 0, 0 },
158 { 1, 0, 0x64, 2, 0, 0, 0, 0, 0, 0, 502, 965, 0, 0 },
159 { 1, 0, 0x64, 2, 0, 0, 0, 0, 0, 0, 619, 747, 0, 0 },
160 { 1, 0, 0x64, 2, 0, 0, 0, 0, 0, 0, 668, 882, 0, 0 },
161 { 1, 0, 0x64, 2, 1, 0, 0, 0, 0, 0, 368, 1064, 0, 0 },
162 { 1, 0, 0x64, 2, 2, 0, 0, 0, 0, 0, 514, 921, 0, 0 },
163 { 1, 0, 0x64, 2, 2, 0, 0, 0, 0, 0, 538, 877, 0, 0 },
164 { 1, 0, 0x64, 2, 2, 0, 0, 0, 0, 0, 561, 834, 0, 0 },
165 { 1, 0, 0x64, 2, 2, 0, 0, 0, 0, 0, 631, 702, 0, 0 },
166 { 1, 0, 0x64, 2, 2, 0, 0, 0, 0, 0, 680, 838, 0, 0 },
167 { 1, 0, 0x64, 2, 2, 0, 0, 0, 0, 0, 704, 794, 0, 0 },
168 { 1, 0, 0x64, 2, 3, 0, 0, 0, 0, 0, 624, 866, 0, 0 },
169 { 1, 0, 0x64, 2, 3, 0, 0, 0, 0, 0, 647, 822, 0, 0 },
170 { 1, 0, 0x64, 2, 3, 0, 0, 0, 0, 0, 671, 779, 0, 0 },
171 { 1, 0, 0x64, 2, 4, 0, 0, 0, 0, 0, 593, 850, 0, 0 },
172 { 1, 0, 0x64, 2, 4, 0, 0, 0, 0, 0, 617, 806, 0, 0 },
173 { 1, 0, 0x64, 2, 4, 0, 0, 0, 0, 0, 640, 762, 0, 0 },
174 { 1, 0, 0x64, 2, 4, 0, 0, 0, 0, 0, 663, 719, 0, 0 },
175 { 1, 0, 0xA0, 2, 5, 0, 0, 0, 0, 0, 687, 683, 0, 0 },
176 { 1, 0, 0x8C, 2, 6, 0, 0, 0, 0, 0, 847, 715, 0, 0 },
177 { 1, 0, 0x64, 2, 7, 0, 0, 0, 0, 0, 939, 866, 0, 0 },
178 { 1, 0, 0x64, 2, 7, 0, 0, 0, 0, 0, 1035, 914, 0, 0 },
179 { 1, 0, 0x64, 2, 7, 0, 0, 0, 0, 0, 1155, 918, 0, 0 },
180 { 1, 0, 0x64, 2, 7, 0, 0, 0, 0, 0, 1297, 879, 0, 0 },
181 { 1, 0, 0x64, 2, 7, 0, 0, 0, 0, 0, 1394, 927, 0, 0 },
182 { 1, 0, 0x64, 2, 7, 0, 0, 0, 0, 0, 1513, 931, 0, 0 },
183 { 1, 0, 0x64, 2, 8, 0, 0, 0, 0, 0, 932, 807, 0, 0 },
184 { 1, 0, 0x64, 2, 8, 0, 0, 0, 0, 0, 1004, 899, 0, 0 },
185 { 1, 0, 0x64, 2, 8, 0, 0, 0, 0, 0, 1362, 912, 0, 0 },
186 { 1, 0, 0x64, 2, 9, 0, 0, 0, 0, 0, 920, 828, 0, 0 },
187 { 1, 0, 0x64, 2, 9, 0, 0, 0, 0, 0, 1111, 924, 0, 0 },
188 { 1, 0, 0x64, 2, 9, 0, 0, 0, 0, 0, 1255, 885, 0, 0 },
189 { 1, 0, 0x64, 2, 9, 0, 0, 0, 0, 0, 1351, 933, 0, 0 },
190 { 1, 0, 0x64, 2, 9, 0, 0, 0, 0, 0, 1470, 937, 0, 0 },
191 { 1, 0, 0x64, 2, 0xA, 0, 0, 0, 0, 0, 1199, 891, 0, 0 },
192 { 1, 0, 0x64, 2, 0xB, 0, 0, 0, 0, 0, 1226, 864, 0, 0 },
193 { 1, 0, 0x64, 2, 0xC, 0, 0, 0, 0, 0, 521, 415, 0, 0 },
194 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
195};
197 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x244, 0x40C, 0x1E4, 1, 0, 0, 0 },
198 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x246, 0x98, 0xF4, 7, 0, 0, 0 },
199 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x246, 0x98, 0x1E4, 7, 0, 0, 0 },
200 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x246, 0x98, 0x2C4, 7, 0, 0, 0 },
201 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x246, 0x98, 0x414, 7, 0, 0, 0 },
202 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x220, 0x190, 0, 0, 0, 0 },
203 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x210, 0x1F8, 0, 0, 0, 0 },
204 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_MAP, 0, 0, 0, 0, 0, 0, 0 },
205 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_MAP, 1, 0, 0, 0, 0, 0, 0 },
206 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 0, 0, 0, 0, 0, 0 },
207 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x293, 0x98, 0x264, 7, 0, 0, 0 },
208 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
209};
210void (*stageFuncs[])(void) = {
212};
#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.
#define SLOT_CLIMB_UP
Definition field_map.h:256
#define SLOT_MAP
the map the player is on, arg (FieldMap.setMap)
Definition field_map.h:260
#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 FIELD_MAP_FLOOR1
Definition field_map.h:86
#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
#define SLOT_DROP
Definition field_map.h:258
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 MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_BUG_MAZE
BGM_0017: the Bug Maze (Network Break)
Definition sound.h:93
#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,...
#define SPECIAL_GAIN_1600_BIT
an action: gives the player 1600 BIT (MONEY_GAINS[4])
Definition story.h:1830
#define FLAG_BUG_MAZE_RUBBER_SUIT_FOUND
wstag540: chest that gives the Rubber Suit, "I got" text; its conditions test it 0
Definition story.h:248
#define FLAG_BUG_MAZE_POWER_CHARGE_FOUND
wstag540: chest that gives the Power Charge, "I got" text; its conditions test it 0
Definition story.h:251
#define FLAG_BUG_MAZE_1600_BIT_FOUND
wstag540: chest that gives 1600 BIT ("I got 1600 BIT!"); its conditions test it 0
Definition story.h:254
#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
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
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 wstag540.c:137
u16 actor0Talk0Actions[]
Definition wstag540.c:106
AreaBattle area2Battle7
Definition wstag540.c:73
FieldActorEntry actor0
Definition wstag540.c:139
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag540.c:210
FieldTalk actor2Talks[]
Definition wstag540.c:132
AreaBattle area2Battle6
Definition wstag540.c:72
AreaBattle area1Battle6
Definition wstag540.c:59
AreaBattle area0Battle7
Definition wstag540.c:47
FieldActorEntry actor2
Definition wstag540.c:141
AreaBattle area3Battle4
Definition wstag540.c:83
AreaBattle area3Battle3
Definition wstag540.c:82
AreaBattle area0Battle1
Definition wstag540.c:41
AreaBattle area2Battle0
Definition wstag540.c:66
FieldActorEntry * stageActors[]
Definition wstag540.c:142
AreaBattle area1Battle2
Definition wstag540.c:55
AreaBattle area3Battle0
Definition wstag540.c:79
AreaBattle area0Battle6
Definition wstag540.c:46
FieldTalk actor1Talks[]
Definition wstag540.c:128
AreaBattle area3Battle2
Definition wstag540.c:81
FieldTalk actor0Talks[]
Definition wstag540.c:124
AreaBattle area3Battle1
Definition wstag540.c:80
AreaBattle area0Battle3
Definition wstag540.c:43
u16 actor2Talk0Actions[]
Definition wstag540.c:118
AreaBattle area3Battle6
Definition wstag540.c:85
ActorImage stageImages[]
Definition wstag540.c:95
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0017.
Definition wstag540.c:19
AreaBattle area2Battle4
Definition wstag540.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag540.c:148
BattleList area3Battles
Definition wstag540.c:87
AreaBattle area3Battle5
Definition wstag540.c:84
AreaBattle area0Battle5
Definition wstag540.c:45
BattleList area1Battles
Definition wstag540.c:61
BattleList area2Battles
Definition wstag540.c:74
AreaBattle area1Battle4
Definition wstag540.c:57
AreaBattle area2Battle2
Definition wstag540.c:68
AreaBattle area1Battle5
Definition wstag540.c:58
StageSlot stageSlots[]
Definition wstag540.c:196
AreaBattle area2Battle1
Definition wstag540.c:67
u16 actor1Talk0Actions[]
Definition wstag540.c:112
AreaBattle area1Battle3
Definition wstag540.c:56
AreaBattle area1Battle0
Definition wstag540.c:53
FieldActorEntry actor1
Definition wstag540.c:140
AreaBattle area0Battle0
Definition wstag540.c:40
AreaBattle area0Battle2
Definition wstag540.c:42
#define STAGE_FILE
Definition wstag540.c:16
AreaBattle area2Battle5
Definition wstag540.c:71
AreaBattle area1Battle1
Definition wstag540.c:54
AreaBattle area2Battle3
Definition wstag540.c:69
u16 actor2Conditions[]
Definition wstag540.c:138
AreaBattle area0Battle4
Definition wstag540.c:44
#define STAGE_TEXT
Definition wstag540.c:15
AreaBattle area3Battle7
Definition wstag540.c:86
BattleList area0Battles
Definition wstag540.c:48
AreaBattle area1Battle7
Definition wstag540.c:60
FieldBattles stageBattles[]
Definition wstag540.c:92
u16 actor0Conditions[]
Definition wstag540.c:136