Digimon World 3 decomp
The European version, SLES_039.36
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wstag551.c
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1/*
2 * WSTAG551: South Badland, West Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG550.
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 EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
15#define STAGE_FILE 0x5C2
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
18#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
19#define STAGE_FILE 0x5D2
20#endif
21/*
22 * Sets the stage up: its map, actors, battles and events, playing BGM_0018;
23 * BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
24 */
49
51 SCRIPT_WALK(2, 0x190, 0xE0, 3),
52 SCRIPT_PLACE(0x15, 0x171, 0xD1),
53 SCRIPT_POSE(0x15, 1, 7),
56 SCRIPT_POSE(2, 1, 3),
57 SCRIPT_WAIT(6),
58 SCRIPT_WAIT(0x1E),
59 SCRIPT_TALK(0, 1, 0x15, 0),
61 SCRIPT_WAIT(0x1E),
62 SCRIPT_POSE(0x15, 0x36, 7),
64 SCRIPT_WAIT_ANIM(0x15),
65 SCRIPT_POSE(0x15, 0x37, 7),
66 SCRIPT_WAIT(0x5A),
67 SCRIPT_LEAVE(0xC0E, 0, 0, 0),
69};
96AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
97AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
98AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
99AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
100AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
101AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
102AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
103AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
111AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
112AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
115AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
126 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
127 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
128 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
129 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
130 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
131 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
132 { 0x140, 0x100, 0x160, 0x145, 0x80, 0x45, 0x150, 0x1FF },
133 { 0x140, 0x100, 0x16E, 0x18D, 0xB8, 0x8D, 0x160, 0x1FF },
134};
142 FLAG(0, 0), 1,
143 PARTY_STAT(9), 1,
145 PARTY_STAT(7), 1,
146 CODES_END,
147};
150 PARTY_STAT(7), 1,
151 FLAG(0, 0), 1,
152 PARTY_STAT(9), 1,
154 CODES_END,
155};
159u16 actor2Talk2Conditions[] = { FLAG(0, 0), 1, FLAG(0xE, 0x46), 0, PARTY_STAT(0xA), 1, CODES_END };
160u16 actor2Talk2Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x46), 1, CODES_END };
162 PARTY_STAT(0xA), 1,
163 FLAG(0, 0), 1,
164 FLAG(0xE, 0x46), 1,
165 PARTY_STAT(0xC), 0,
166 CODES_END,
167};
169 FLAG(0, 0), 1,
170 FLAG(0xE, 0x46), 1,
171 PARTY_STAT(0xC), 1,
172 PARTY_STAT(0xA), 1,
173 CODES_END,
174};
182 { NULL, actor0Talk0Actions, 0x2CF },
183 { NULL, NULL, 0 },
184};
208 { NULL, NULL, 0x24B },
209 { NULL, NULL, 0 },
210};
215 ITEM(0, 0x192), 1,
216 ITEM(0, 0x14), 0,
217 CODES_END,
218};
222 ITEM(0, 0x192), 1,
223 ITEM(0, 0x14), 1,
224 CODES_END,
225};
243 &actor0,
244 &actor1,
245 &actor2,
246 &actor3,
247 &actor4,
248 NULL,
249};
251 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 40, 512, 0, 0 },
252 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 472, 160, 0, 0 },
253 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 362, 998, 0, 0 },
254 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 634, 946, 0, 0 },
255 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 964, 182, 0, 0 },
256 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 1102, 947, 0, 0 },
257 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 1169, 396, 0, 0 },
258 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 202, 926, 0, 0 },
259 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 495, 1034, 0, 0 },
260 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 986, 1028, 0, 0 },
261 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 1213, 654, 0, 0 },
262 { 1, 0, 0x40, 6, 0, 0, 0, 0, 0, 0, 678, 464, 0, 0 },
263 { 1, 0, 0x4A, 6, 2, 0, 0, 0, 0, 0, 1178, 782, 0, 0 },
264 { 1, 0, 0x40, 4, 0x13, 0, 0, 0, 0, 0, 697, 464, 478, 0 },
265 { 1, 0, 0x4B, 4, 1, 0, 0, 0, 0, 0, 160, 219, 243, 0 },
266 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
267};
269 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B2, 0x610, 0x540, 3, 0, 0, 0 },
270 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 0, 0, 0, 0, 0, 0 },
271 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 3, 5 },
272 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 6, 1 },
273 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 0xB, 1 },
274 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x479, 0x2B0, 0, 0, 0, 0 },
275 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x469, 0x318, 0, 0, 0, 0 },
276 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 0x13, 1 },
277 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFE0, 0x2C, 0, 0, 0, 0, 0 },
278 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x20, 0x30, 0, 0, 0, 0, 0 },
279 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xC, 0x30, 0, 0, 0, 0, 0 },
280 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFEC, 0x30, 0, 0, 0, 0, 0 },
281 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x30, 0xFFE8, 0, 0, 0, 0, 0 },
282 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0xFFE0, 0, 0, 0, 0, 0 },
283 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 0x13, 1 },
284 { { { FLAG(0, FIELD_FLAG_ENCOUNTERED), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
285 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
286};
287void (*stageFuncs[])(void) = {
289};
291 { 1226, script1226, EVENT_TEXT(0xB), NULL, NULL },
292 { 9000, NULL, 0, FIELDSTG_startEventBattle5, NULL },
293 { -1, NULL, 0, NULL, NULL },
294};
#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
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.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
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_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#define SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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 FIELD_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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_GAUGE
the gauge game
Definition field_map.h:261
#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 SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SLOT_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SLOT_DROP
Definition field_map.h:258
#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 PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
Definition sound.h:105
#define MUSIC_BADLAND
BGM_0018: the Badlands.
Definition sound.h:94
#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_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
Definition sound.h:77
#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 FLAG_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
Definition story.h:1031
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
Definition story.h:1917
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#define SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#define FLAG_SOUTH_BADLAND_TROOPER_FOUGHT
wstag551 (South Badland): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:914
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
#define SPECIAL_STORY_SINCE_DE_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
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
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
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 wstag551.c:212
u16 actor0Talk0Actions[]
Definition wstag551.c:135
AreaBattle area2Battle7
Definition wstag551.c:103
FieldActorEntry actor0
Definition wstag551.c:237
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag551.c:287
FieldTalk actor2Talks[]
Definition wstag551.c:193
AreaBattle area2Battle6
Definition wstag551.c:102
u16 actor2Talk1Conditions[]
Definition wstag551.c:158
AreaBattle area1Battle6
Definition wstag551.c:89
u16 actor1Talk3Actions[]
Definition wstag551.c:148
u16 actor1Talk2Actions[]
Definition wstag551.c:140
u16 actor1Talk1Conditions[]
Definition wstag551.c:138
AreaBattle area0Battle7
Definition wstag551.c:77
FieldActorEntry actor2
Definition wstag551.c:239
u16 actor3Talk0Conditions[]
Definition wstag551.c:176
AreaBattle area3Battle4
Definition wstag551.c:113
AreaBattle area3Battle3
Definition wstag551.c:112
AreaBattle area0Battle1
Definition wstag551.c:71
AreaBattle area2Battle0
Definition wstag551.c:96
FieldActorEntry * stageActors[]
Definition wstag551.c:242
u16 actor2Talk3Conditions[]
Definition wstag551.c:161
AreaBattle area1Battle2
Definition wstag551.c:85
u16 actor2Talk4Actions[]
Definition wstag551.c:175
AreaBattle area3Battle0
Definition wstag551.c:109
AreaBattle area0Battle6
Definition wstag551.c:76
FieldTalk actor1Talks[]
Definition wstag551.c:185
AreaBattle area3Battle2
Definition wstag551.c:111
u16 actor1Talk0Conditions[]
Definition wstag551.c:136
FieldTalk actor0Talks[]
Definition wstag551.c:181
AreaBattle area3Battle1
Definition wstag551.c:110
AreaBattle area0Battle3
Definition wstag551.c:73
u16 actor3Talk2Conditions[]
Definition wstag551.c:179
u16 actor3Talk1Conditions[]
Definition wstag551.c:177
u16 actor2Talk0Actions[]
Definition wstag551.c:157
FieldTalk actor4Talks[]
Definition wstag551.c:207
u16 actor4Conditions[]
Definition wstag551.c:232
FieldActorEntry actor4
Definition wstag551.c:241
u16 actor3Conditions[]
Definition wstag551.c:226
u16 actor2Talk2Conditions[]
Definition wstag551.c:159
AreaBattle area3Battle6
Definition wstag551.c:115
s16 script1226[]
Definition wstag551.c:50
ActorImage stageImages[]
Definition wstag551.c:125
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0018; BGM_0029 instead except at ...
Definition wstag551.c:25
AreaBattle area2Battle4
Definition wstag551.c:100
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag551.c:250
FieldTalk actor3Talks[]
Definition wstag551.c:201
u16 actor3Talk1Actions[]
Definition wstag551.c:178
BattleList area3Battles
Definition wstag551.c:117
u16 actor3Talk2Actions[]
Definition wstag551.c:180
AreaBattle area3Battle5
Definition wstag551.c:114
AreaBattle area0Battle5
Definition wstag551.c:75
BattleList area1Battles
Definition wstag551.c:91
BattleList area2Battles
Definition wstag551.c:104
u16 actor2Talk0Conditions[]
Definition wstag551.c:156
AreaBattle area1Battle4
Definition wstag551.c:87
u16 actor2Talk2Actions[]
Definition wstag551.c:160
AreaBattle area2Battle2
Definition wstag551.c:98
AreaBattle area1Battle5
Definition wstag551.c:88
StageSlot stageSlots[]
Definition wstag551.c:268
AreaBattle area2Battle1
Definition wstag551.c:97
u16 actor1Talk0Actions[]
Definition wstag551.c:137
AreaBattle area1Battle3
Definition wstag551.c:86
AreaBattle area1Battle0
Definition wstag551.c:83
u16 actor1Talk2Conditions[]
Definition wstag551.c:139
FieldActorEntry actor1
Definition wstag551.c:238
AreaBattle area0Battle0
Definition wstag551.c:70
AreaBattle area0Battle2
Definition wstag551.c:72
#define STAGE_FILE
Definition wstag551.c:19
AreaBattle area2Battle5
Definition wstag551.c:101
AreaBattle area1Battle1
Definition wstag551.c:84
AreaBattle area2Battle3
Definition wstag551.c:99
u16 actor2Conditions[]
Definition wstag551.c:219
AreaBattle area0Battle4
Definition wstag551.c:74
#define STAGE_TEXT
Definition wstag551.c:17
u16 actor2Talk4Conditions[]
Definition wstag551.c:168
AreaBattle area3Battle7
Definition wstag551.c:116
u16 actor1Talk4Conditions[]
Definition wstag551.c:149
BattleList area0Battles
Definition wstag551.c:78
AreaBattle area1Battle7
Definition wstag551.c:90
FieldActorEntry actor3
Definition wstag551.c:240
FieldBattles stageBattles[]
Definition wstag551.c:122
FieldEvent stageEvents[]
Definition wstag551.c:290
u16 actor1Talk3Conditions[]
Definition wstag551.c:141
u16 actor0Conditions[]
Definition wstag551.c:211