Digimon World 3 decomp
The European version, SLES_039.36
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wstag566.c
Go to the documentation of this file.
1/*
2 * WSTAG566: North Badland W, West Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG565.
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 0x6B5
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x6C4
18#endif
19/*
20 * Sets the stage up: its map, actors and battles, playing BGM_0018; BGM_0029
21 * instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
22 */
46
60AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
61AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
62AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
63AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
64AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
76AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
77AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
88AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
90AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
91AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
93AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
103 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
104 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
105 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
106 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
107 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
108 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
109 { 0x140, 0x100, 0x176, 0x128, 0xD8, 0x28, 0x150, 0x1FF },
110 { 0x140, 0x100, 0x176, 0x100, 0xD8, 0, 0x160, 0x1FF },
111 { 0x140, 0x100, 0x16C, 0x146, 0xB0, 0x46, 0x170, 0x1FF },
112};
125 FLAG(0, 0), 1,
126 PARTY_STAT(7), 1,
127 PARTY_STAT(9), 1,
129 CODES_END,
130};
137 FLAG(0, 0), 1,
138 PARTY_STAT(7), 1,
139 PARTY_STAT(9), 1,
141 CODES_END,
142};
146u16 actor2Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(0xA), 1, FLAG(0xE, 0x47), 0, CODES_END };
147u16 actor2Talk2Actions[] = { FLAG(0xE, 0x47), 1, EVENT_BATTLE(0), 1, CODES_END };
149 FLAG(0, 0), 1,
150 PARTY_STAT(0xA), 1,
151 FLAG(0xE, 0x47), 1,
152 PARTY_STAT(0xC), 0,
153 CODES_END,
154};
156 PARTY_STAT(0xC), 1,
157 FLAG(0, 0), 1,
158 PARTY_STAT(0xA), 1,
159 FLAG(0xE, 0x47), 1,
160 CODES_END,
161};
175 { NULL, actor0Talk0Actions, 0x17D },
176 { NULL, NULL, 0 },
177};
201 { NULL, NULL, 0x24B },
202 { NULL, NULL, 0 },
203};
205 { NULL, actor5Talk0Actions, 0x183 },
206 { NULL, NULL, 0 },
207};
211 ITEM(0, 0x192), 1,
213 ITEM(0, 0x14), 0,
214 CODES_END,
215};
217 ITEM(0, 0x192), 1,
220 ITEM(0, 0x14), 1,
221 CODES_END,
222};
242 &actor0,
243 &actor1,
244 &actor2,
245 &actor3,
246 &actor4,
247 &actor5,
248 NULL,
249};
251 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 1234, 165, 0, 0 },
252 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 1279, 187, 0, 0 },
253 { 1, 0, 0x80, 2, 4, 0, 0, 0, 0, 0, 896, 149, 0, 0 },
254 { 1, 0, 0x80, 2, 5, 0, 0, 0, 0, 0, 1239, 635, 0, 0 },
255 { 1, 0, 0x40, 6, 3, 0, 0, 0, 0, 0, 125, 286, 0, 0 },
256 { 1, 0, 0x40, 6, 3, 0, 0, 0, 0, 0, 1409, 823, 0, 0 },
257 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 1497, 247, 283, 0 },
258 { 1, 0, 0x6C, 4, 1, 0, 0, 0, 0, 0, 920, 640, 699, 0 },
259 { 1, 0, 0x57, 4, 2, 0, 0, 0, 0, 0, 1040, 220, 285, 0 },
260 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 320, 512, 512, 0 },
261 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 432, 320, 320, 0 },
262 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 496, 336, 336, 0 },
263 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 720, 584, 584, 0 },
264 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 936, 900, 900, 0 },
265 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1136, 168, 168, 0 },
266 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1328, 896, 896, 0 },
267 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1568, 479, 479, 0 },
268 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
269};
271 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B3, 0x294, 0x1F0, 3, 0, 0, 0 },
272 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B6, 0xA8, 0x3FC, 5, 0, 0, 0 },
273 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B5, 0x90, 0xD0, 7, 0, 0, 0 },
274 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 0, 0, 0, 0, 0, 0 },
275 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 9, 2 },
276 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 4, 2 },
277 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x1E, 1 },
278 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x12, 1 },
279 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
280};
281void (*stageFuncs[])(void) = {
283};
#define NULL
Definition common.h:17
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 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
#define SLOT_DROP
Definition field_map.h:258
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 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
#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_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 FLAG_NORTH_BADLAND_W_LIFE_DISK_FOUND
wstag566: chest that gives the Life Disk, "I got" text; its conditions test it 0
Definition story.h:387
#define FLAG_NORTH_BADLAND_W_SUPER_CHARGE_FOUND
wstag566: chest that gives the Super Charge, "I got" text; its conditions test it 0
Definition story.h:384
#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
#define FLAG_NORTH_BADLAND_WEST_TROOPER_FOUGHT
wstag566 (North Badland W): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:920
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
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 wstag566.c:209
u16 actor0Talk0Actions[]
Definition wstag566.c:113
AreaBattle area2Battle7
Definition wstag566.c:80
FieldActorEntry actor0
Definition wstag566.c:235
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag566.c:281
FieldTalk actor2Talks[]
Definition wstag566.c:186
AreaBattle area2Battle6
Definition wstag566.c:79
u16 actor2Talk1Conditions[]
Definition wstag566.c:145
FieldTalk actor5Talks[]
Definition wstag566.c:204
AreaBattle area1Battle6
Definition wstag566.c:66
u16 actor1Talk3Actions[]
Definition wstag566.c:131
FieldActorEntry actor5
Definition wstag566.c:240
u16 actor1Talk2Actions[]
Definition wstag566.c:123
u16 actor1Talk1Conditions[]
Definition wstag566.c:121
AreaBattle area0Battle7
Definition wstag566.c:54
FieldActorEntry actor2
Definition wstag566.c:237
u16 actor3Talk0Conditions[]
Definition wstag566.c:163
AreaBattle area3Battle4
Definition wstag566.c:90
AreaBattle area3Battle3
Definition wstag566.c:89
AreaBattle area0Battle1
Definition wstag566.c:48
AreaBattle area2Battle0
Definition wstag566.c:73
FieldActorEntry * stageActors[]
Definition wstag566.c:241
u16 actor2Talk3Conditions[]
Definition wstag566.c:148
AreaBattle area1Battle2
Definition wstag566.c:62
u16 actor2Talk4Actions[]
Definition wstag566.c:162
AreaBattle area3Battle0
Definition wstag566.c:86
AreaBattle area0Battle6
Definition wstag566.c:53
FieldTalk actor1Talks[]
Definition wstag566.c:178
AreaBattle area3Battle2
Definition wstag566.c:88
u16 actor1Talk0Conditions[]
Definition wstag566.c:119
FieldTalk actor0Talks[]
Definition wstag566.c:174
AreaBattle area3Battle1
Definition wstag566.c:87
AreaBattle area0Battle3
Definition wstag566.c:50
u16 actor3Talk2Conditions[]
Definition wstag566.c:166
u16 actor3Talk1Conditions[]
Definition wstag566.c:164
u16 actor2Talk0Actions[]
Definition wstag566.c:144
FieldTalk actor4Talks[]
Definition wstag566.c:200
u16 actor4Conditions[]
Definition wstag566.c:229
FieldActorEntry actor4
Definition wstag566.c:239
u16 actor3Conditions[]
Definition wstag566.c:223
u16 actor2Talk2Conditions[]
Definition wstag566.c:146
AreaBattle area3Battle6
Definition wstag566.c:92
ActorImage stageImages[]
Definition wstag566.c:102
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0018; BGM_0029 instead except at STORY_PR...
Definition wstag566.c:23
AreaBattle area2Battle4
Definition wstag566.c:77
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag566.c:250
u16 actor5Conditions[]
Definition wstag566.c:234
FieldTalk actor3Talks[]
Definition wstag566.c:194
u16 actor3Talk1Actions[]
Definition wstag566.c:165
BattleList area3Battles
Definition wstag566.c:94
u16 actor3Talk2Actions[]
Definition wstag566.c:167
AreaBattle area3Battle5
Definition wstag566.c:91
AreaBattle area0Battle5
Definition wstag566.c:52
BattleList area1Battles
Definition wstag566.c:68
u16 actor5Talk0Actions[]
Definition wstag566.c:168
BattleList area2Battles
Definition wstag566.c:81
u16 actor2Talk0Conditions[]
Definition wstag566.c:143
AreaBattle area1Battle4
Definition wstag566.c:64
u16 actor2Talk2Actions[]
Definition wstag566.c:147
AreaBattle area2Battle2
Definition wstag566.c:75
AreaBattle area1Battle5
Definition wstag566.c:65
StageSlot stageSlots[]
Definition wstag566.c:270
AreaBattle area2Battle1
Definition wstag566.c:74
u16 actor1Talk0Actions[]
Definition wstag566.c:120
AreaBattle area1Battle3
Definition wstag566.c:63
AreaBattle area1Battle0
Definition wstag566.c:60
u16 actor1Talk2Conditions[]
Definition wstag566.c:122
FieldActorEntry actor1
Definition wstag566.c:236
AreaBattle area0Battle0
Definition wstag566.c:47
AreaBattle area0Battle2
Definition wstag566.c:49
#define STAGE_FILE
Definition wstag566.c:17
AreaBattle area2Battle5
Definition wstag566.c:78
AreaBattle area1Battle1
Definition wstag566.c:61
AreaBattle area2Battle3
Definition wstag566.c:76
u16 actor2Conditions[]
Definition wstag566.c:216
AreaBattle area0Battle4
Definition wstag566.c:51
#define STAGE_TEXT
Definition wstag566.c:16
u16 actor2Talk4Conditions[]
Definition wstag566.c:155
AreaBattle area3Battle7
Definition wstag566.c:93
u16 actor1Talk4Conditions[]
Definition wstag566.c:136
BattleList area0Battles
Definition wstag566.c:55
AreaBattle area1Battle7
Definition wstag566.c:67
FieldActorEntry actor3
Definition wstag566.c:238
FieldBattles stageBattles[]
Definition wstag566.c:99
u16 actor1Talk3Conditions[]
Definition wstag566.c:124
u16 actor0Conditions[]
Definition wstag566.c:208