Digimon World 3 decomp
The European version, SLES_039.36
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wstag556.c
Go to the documentation of this file.
1/*
2 * WSTAG556: Noise Desert, West Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG555.
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 0x5D3
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x5E3
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0016 */
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) };
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, 0x158, 0x16A, 0x60, 0x6A, 0x140, 0x1FF },
103 { 0x140, 0x100, 0x160, 0x16A, 0x80, 0x6A, 0x150, 0x1FF },
104 { 0x180, 0x100, 0x190, 0x100, 0x140, 0, 0x160, 0x1FF },
105 { 0x180, 0x100, 0x198, 0x100, 0x160, 0, 0x170, 0x1FF },
106 { 0x180, 0x100, 0x1A0, 0x100, 0x180, 0, 0x140, 0x1FE },
107 { 0x180, 0x100, 0x190, 0x128, 0x140, 0x28, 0x150, 0x1FE },
108 { 0x180, 0x100, 0x198, 0x128, 0x160, 0x28, 0x160, 0x1FE },
109 { 0x180, 0x100, 0x1A0, 0x128, 0x180, 0x28, 0x170, 0x1FE },
110 { 0x180, 0x100, 0x1A8, 0x128, 0x1A0, 0x28, 0x140, 0x1FD },
111 { 0x180, 0x100, 0x1A8, 0x100, 0x1A0, 0, 0x150, 0x1FD },
112 { 0x180, 0x100, 0x1B0, 0x100, 0x1C0, 0, 0x160, 0x1FD },
113};
120 FLAG(0, 0), 1,
121 PARTY_STAT(7), 1,
122 PARTY_STAT(9), 1,
124 CODES_END,
125};
128 FLAG(0, 0), 1,
129 PARTY_STAT(7), 1,
130 PARTY_STAT(9), 1,
132 CODES_END,
133};
142u16 actor7Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(0xA), 1, FLAG(0xE, 0x48), 0, CODES_END };
143u16 actor7Talk2Actions[] = { FLAG(0xE, 0x48), 1, EVENT_BATTLE(0), 1, CODES_END };
145 FLAG(0, 0), 1,
146 PARTY_STAT(0xA), 1,
147 FLAG(0xE, 0x48), 1,
148 PARTY_STAT(0xC), 0,
149 CODES_END,
150};
152 PARTY_STAT(0xC), 1,
153 FLAG(0, 0), 1,
154 PARTY_STAT(0xA), 1,
155 FLAG(0xE, 0x48), 1,
156 CODES_END,
157};
160 { NULL, NULL, 0x198 },
161 { NULL, NULL, 0 },
162};
164 { NULL, NULL, 0x196 },
165 { NULL, NULL, 0 },
166};
168 { NULL, NULL, 0x19C },
169 { NULL, NULL, 0 },
170};
172 { NULL, NULL, 0x19A },
173 { NULL, NULL, 0 },
174};
190 { NULL, NULL, 0x24B },
191 { NULL, NULL, 0 },
192};
202 { NULL, NULL, 0x19D },
203 { NULL, NULL, 0 },
204};
206 { NULL, NULL, 0x19D },
207 { NULL, NULL, 0 },
208};
210 { NULL, NULL, 0x19B },
211 { NULL, NULL, 0 },
212};
214 { NULL, NULL, 0x19B },
215 { NULL, NULL, 0 },
216};
218 { NULL, NULL, 0x199 },
219 { NULL, NULL, 0 },
220};
222 { NULL, NULL, 0x199 },
223 { NULL, NULL, 0 },
224};
226 { NULL, NULL, 0x197 },
227 { NULL, NULL, 0 },
228};
230 { NULL, NULL, 0x197 },
231 { NULL, NULL, 0 },
232};
234 { NULL, NULL, 0x328 },
235 { NULL, NULL, 0 },
236};
238 { NULL, NULL, 0x329 },
239 { NULL, NULL, 0 },
240};
263 ITEM(0, 0x192), 1,
265 ITEM(0, 0x14), 0,
266 CODES_END,
267};
280 ITEM(0, 0x14), 1,
281 ITEM(0, 0x192), 1,
284 CODES_END,
285};
331 &actor0,
332 &actor1,
333 &actor2,
334 &actor3,
335 &actor4,
336 &actor5,
337 &actor6,
338 &actor7,
339 &actor8,
340 &actor9,
341 &actor10,
342 &actor11,
343 &actor12,
344 &actor13,
345 &actor14,
346 &actor15,
347 &actor16,
348 &actor17,
349 NULL,
350};
352 { 1, 0, 0x80, 2, 6, 0, 0, 0, 0, 0, 874, 1273, 0, 0 },
353 { 1, 0, 0x80, 6, 7, 0, 0, 0, 0, 0, 856, 1221, 0, 0 },
354 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 506, 475, 544, 0 },
355 { 1, 0, 0x50, 4, 1, 0, 0, 0, 0, 0, 317, 423, 488, 0 },
356 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 225, 615, 666, 0 },
357 { 1, 0, 0x48, 4, 3, 0, 0, 0, 0, 0, 476, 647, 713, 0 },
358 { 1, 0, 0x49, 4, 4, 0, 0, 0, 0, 0, 592, 815, 880, 0 },
359 { 1, 0, 0x78, 4, 5, 0, 0, 0, 0, 0, 289, 127, 230, 0 },
360 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
361};
363 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2C6, 0xC8, 0x3BC, 5, 0, 0, 0 },
364 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B3, 0x7A, 0xEA, 5, 0, 0, 0 },
365 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B1, 0xB0, 0x90, 7, 0, 0, 0 },
366 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2C0, 0x320, 0x88, 1, 0, 0, 0 },
367 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x1E, 2 },
368 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 8, 1 },
369 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
370};
371void (*stageFuncs[])(void) = {
373};
#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_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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_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 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_DESERT
ENV_0016: the West Sector's deserts and the Mirage Tower.
Definition sound.h:132
#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
#define SPECIAL_STORY_JUNGLE_SOUND_TO_NETWORK_OFFLINE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_NETWORK_OFFLINE (PROGRESS_RANGES[0x19])
Definition story.h:1938
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
#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 SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#define FLAG_NOISE_DESERT_TROOPER_FOUGHT
wstag556 (Noise Desert): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:917
#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_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
Definition story.h:1932
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 wstag556.c:246
AreaBattle area2Battle7
Definition wstag556.c:73
FieldActorEntry actor0
Definition wstag556.c:312
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag556.c:371
FieldActorEntry actor6
Definition wstag556.c:318
u16 actor7Talk1Conditions[]
Definition wstag556.c:141
u16 actor11Conditions[]
Definition wstag556.c:297
u16 actor7Talk4Conditions[]
Definition wstag556.c:151
FieldTalk actor2Talks[]
Definition wstag556.c:167
AreaBattle area2Battle6
Definition wstag556.c:72
u16 actor5Talk2Actions[]
Definition wstag556.c:138
u16 actor4Talk3Conditions[]
Definition wstag556.c:119
u16 actor10Conditions[]
Definition wstag556.c:292
u16 actor4Talk2Actions[]
Definition wstag556.c:118
FieldActorEntry actor17
Definition wstag556.c:329
u16 actor7Talk2Conditions[]
Definition wstag556.c:142
u16 actor5Talk0Conditions[]
Definition wstag556.c:134
FieldTalk actor14Talks[]
Definition wstag556.c:225
FieldTalk actor5Talks[]
Definition wstag556.c:183
AreaBattle area1Battle6
Definition wstag556.c:59
FieldActorEntry actor5
Definition wstag556.c:317
u16 actor4Talk4Conditions[]
Definition wstag556.c:127
u16 actor7Talk4Actions[]
Definition wstag556.c:158
AreaBattle area0Battle7
Definition wstag556.c:47
FieldActorEntry actor2
Definition wstag556.c:314
AreaBattle area3Battle4
Definition wstag556.c:83
AreaBattle area3Battle3
Definition wstag556.c:82
AreaBattle area0Battle1
Definition wstag556.c:41
AreaBattle area2Battle0
Definition wstag556.c:66
u16 actor9Conditions[]
Definition wstag556.c:291
u16 actor7Talk0Conditions[]
Definition wstag556.c:139
FieldActorEntry * stageActors[]
Definition wstag556.c:330
u16 actor7Talk0Actions[]
Definition wstag556.c:140
AreaBattle area1Battle2
Definition wstag556.c:55
AreaBattle area3Battle0
Definition wstag556.c:79
u16 actor4Talk1Conditions[]
Definition wstag556.c:116
AreaBattle area0Battle6
Definition wstag556.c:46
FieldTalk actor1Talks[]
Definition wstag556.c:163
u16 actor13Conditions[]
Definition wstag556.c:303
AreaBattle area3Battle2
Definition wstag556.c:81
FieldTalk actor0Talks[]
Definition wstag556.c:159
AreaBattle area3Battle1
Definition wstag556.c:80
AreaBattle area0Battle3
Definition wstag556.c:43
FieldActorEntry actor10
Definition wstag556.c:322
FieldTalk actor4Talks[]
Definition wstag556.c:175
u16 actor4Conditions[]
Definition wstag556.c:261
FieldActorEntry actor4
Definition wstag556.c:316
u16 actor3Conditions[]
Definition wstag556.c:256
AreaBattle area3Battle6
Definition wstag556.c:85
FieldTalk actor17Talks[]
Definition wstag556.c:237
FieldTalk actor11Talks[]
Definition wstag556.c:213
FieldActorEntry actor8
Definition wstag556.c:320
ActorImage stageImages[]
Definition wstag556.c:95
FieldTalk actor6Talks[]
Definition wstag556.c:189
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0016.
Definition wstag556.c:20
AreaBattle area2Battle4
Definition wstag556.c:70
u16 actor4Talk0Conditions[]
Definition wstag556.c:114
u16 actor16Conditions[]
Definition wstag556.c:310
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag556.c:351
FieldActorEntry actor9
Definition wstag556.c:321
u16 actor8Conditions[]
Definition wstag556.c:286
u16 actor5Conditions[]
Definition wstag556.c:268
FieldTalk actor10Talks[]
Definition wstag556.c:209
FieldTalk actor3Talks[]
Definition wstag556.c:171
FieldTalk actor9Talks[]
Definition wstag556.c:205
BattleList area3Battles
Definition wstag556.c:87
AreaBattle area3Battle5
Definition wstag556.c:84
AreaBattle area0Battle5
Definition wstag556.c:45
BattleList area1Battles
Definition wstag556.c:61
FieldTalk actor15Talks[]
Definition wstag556.c:229
BattleList area2Battles
Definition wstag556.c:74
FieldActorEntry actor15
Definition wstag556.c:327
FieldActorEntry actor12
Definition wstag556.c:324
FieldActorEntry actor16
Definition wstag556.c:328
u16 actor15Conditions[]
Definition wstag556.c:309
AreaBattle area1Battle4
Definition wstag556.c:57
u16 actor6Conditions[]
Definition wstag556.c:274
AreaBattle area2Battle2
Definition wstag556.c:68
AreaBattle area1Battle5
Definition wstag556.c:58
u16 actor14Conditions[]
Definition wstag556.c:304
FieldActorEntry actor7
Definition wstag556.c:319
StageSlot stageSlots[]
Definition wstag556.c:362
AreaBattle area2Battle1
Definition wstag556.c:67
u16 actor5Talk1Conditions[]
Definition wstag556.c:135
FieldActorEntry actor13
Definition wstag556.c:325
AreaBattle area1Battle3
Definition wstag556.c:56
AreaBattle area1Battle0
Definition wstag556.c:53
u16 actor5Talk2Conditions[]
Definition wstag556.c:137
FieldActorEntry actor11
Definition wstag556.c:323
FieldActorEntry actor1
Definition wstag556.c:313
AreaBattle area0Battle0
Definition wstag556.c:40
AreaBattle area0Battle2
Definition wstag556.c:42
FieldTalk actor13Talks[]
Definition wstag556.c:221
#define STAGE_FILE
Definition wstag556.c:17
AreaBattle area2Battle5
Definition wstag556.c:71
u16 actor4Talk0Actions[]
Definition wstag556.c:115
AreaBattle area1Battle1
Definition wstag556.c:54
u16 actor7Conditions[]
Definition wstag556.c:279
AreaBattle area2Battle3
Definition wstag556.c:69
u16 actor2Conditions[]
Definition wstag556.c:251
u16 actor7Talk3Conditions[]
Definition wstag556.c:144
FieldTalk actor7Talks[]
Definition wstag556.c:193
u16 actor4Talk3Actions[]
Definition wstag556.c:126
AreaBattle area0Battle4
Definition wstag556.c:44
#define STAGE_TEXT
Definition wstag556.c:16
FieldTalk actor8Talks[]
Definition wstag556.c:201
FieldTalk actor12Talks[]
Definition wstag556.c:217
u16 actor5Talk1Actions[]
Definition wstag556.c:136
AreaBattle area3Battle7
Definition wstag556.c:86
BattleList area0Battles
Definition wstag556.c:48
AreaBattle area1Battle7
Definition wstag556.c:60
u16 actor4Talk2Conditions[]
Definition wstag556.c:117
FieldTalk actor16Talks[]
Definition wstag556.c:233
u16 actor17Conditions[]
Definition wstag556.c:311
FieldActorEntry actor3
Definition wstag556.c:315
FieldBattles stageBattles[]
Definition wstag556.c:92
FieldActorEntry actor14
Definition wstag556.c:326
u16 actor12Conditions[]
Definition wstag556.c:298
u16 actor0Conditions[]
Definition wstag556.c:241
u16 actor7Talk2Actions[]
Definition wstag556.c:143