Digimon World 3 decomp
The European version, SLES_039.36
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wstag570.c
Go to the documentation of this file.
1/*
2 * WSTAG570: North Badland E, West Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11const CVECTOR stageColor = { 0x54, 0x67, 0x96, 0x00 };
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
14#define STAGE_FILE 0x414
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
17#define STAGE_FILE 0x424
18#endif
19/*
20 * Sets the stage up: its map, actors and battles, playing BGM_0018; BGM_0029
21 * instead at story steps 0x27 to 0x28
22 */
47
61AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
62AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
63AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
64AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
76AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
77AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
87AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
88AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
89AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
90AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
92AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
93AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
104 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
105 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
106 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
107 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
108 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
109 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
110 { 0x180, 0x100, 0x1B8, 0x100, 0x1E0, 0, 0x150, 0x1FF },
111 { 0x180, 0x100, 0x1AC, 0x1B1, 0x1B0, 0xB1, 0x160, 0x1FF },
112};
119u16 actor1Talk0Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 0, CODES_END };
121u16 actor1Talk1Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 1, CODES_END };
125 { NULL, actor0Talk0Actions, 0x32C },
126 { NULL, NULL, 0 },
127};
134 { NULL, actor2Talk0Actions, 0x24 },
135 { NULL, NULL, 0 },
136};
138u16 actor1Conditions[] = { ITEM(0, 0x2A), 0, CODES_END };
139u16 actor2Conditions[] = { ITEM(0, 0x2A), 1, CODES_END };
144 &actor0,
145 &actor1,
146 &actor2,
147 NULL,
148};
150 { 1, 0, 0x40, 2, 1, 1, 1, 6, 8, 0, 155, 293, 0, 0 },
151 { 1, 0, 0x40, 2, 1, 1, 1, 6, 8, 0, 859, 479, 0, 0 },
152 { 1, 0, 0x40, 2, 0x13, 0, 0, 0, 0, 0, 394, 624, 0, 0 },
153 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 314, 811, 0, 0 },
154 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 343, 836, 0, 0 },
155 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 571, 789, 0, 0 },
156 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 713, 732, 0, 0 },
157 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 754, 749, 0, 0 },
158 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 760, 813, 0, 0 },
159 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 862, 757, 0, 0 },
160 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 281, 838, 0, 0 },
161 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 424, 826, 0, 0 },
162 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 737, 824, 0, 0 },
163 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 741, 714, 0, 0 },
164 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 278, 818, 0, 0 },
165 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 418, 838, 0, 0 },
166 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 506, 825, 0, 0 },
167 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 588, 791, 0, 0 },
168 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 708, 743, 0, 0 },
169 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 785, 696, 0, 0 },
170 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 845, 683, 0, 0 },
171 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 214, 803, 0, 0 },
172 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 256, 795, 0, 0 },
173 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 365, 833, 0, 0 },
174 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 515, 794, 0, 0 },
175 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 661, 814, 0, 0 },
176 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 818, 774, 0, 0 },
177 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 847, 673, 0, 0 },
178 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 862, 812, 0, 0 },
179 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 232, 815, 0, 0 },
180 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 319, 837, 0, 0 },
181 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 441, 821, 0, 0 },
182 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 547, 792, 0, 0 },
183 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 600, 775, 0, 0 },
184 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 679, 824, 0, 0 },
185 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 769, 690, 0, 0 },
186 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 258, 843, 0, 0 },
187 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 401, 829, 0, 0 },
188 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 467, 829, 0, 0 },
189 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 626, 784, 0, 0 },
190 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 679, 743, 0, 0 },
191 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 706, 843, 0, 0 },
192 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 771, 759, 0, 0 },
193 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 795, 774, 0, 0 },
194 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 820, 672, 0, 0 },
195 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 277, 846, 0, 0 },
196 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 377, 840, 0, 0 },
197 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 388, 831, 0, 0 },
198 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 388, 881, 0, 0 },
199 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 434, 838, 0, 0 },
200 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 511, 810, 0, 0 },
201 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 553, 800, 0, 0 },
202 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 607, 789, 0, 0 },
203 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 621, 874, 0, 0 },
204 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 627, 879, 0, 0 },
205 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 654, 820, 0, 0 },
206 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 669, 891, 0, 0 },
207 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 730, 732, 0, 0 },
208 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 754, 830, 0, 0 },
209 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 758, 821, 0, 0 },
210 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 777, 767, 0, 0 },
211 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 839, 677, 0, 0 },
212 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 853, 802, 0, 0 },
213 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 864, 765, 0, 0 },
214 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 869, 681, 0, 0 },
215 { 1, 0, 0x40, 6, 7, 1, 7, 0xC, 4, 0, 541, 351, 0, 0 },
216 { 1, 0, 0x40, 6, 0xD, 1, 0xD, 0x12, 4, 0, 480, 468, 0, 0 },
217 { 1, 0, 0x5D, 4, 0, 0, 0, 0, 0, 0, 621, 413, 490, 0 },
218 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
219};
221 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x24A, 0x570, 0x3C0, 3, 0, 0, 0 },
222 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 0xA, 2 },
223 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 3, 1 },
224 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 0, 0, 0, 0, 0, 0 },
225 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x1C0, 0x272, 0, 0, 0, 0 },
226 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x1CF, 0x2D8, 0, 0, 0, 0 },
227 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFE7, 0x46, 0, 0, 0, 0, 0 },
228 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x19, 0x46, 0, 0, 0, 0, 0 },
229 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 3, 1 },
230 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
231};
232void (*stageFuncs[])(void) = {
234};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
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_CLIMB_UP
Definition field_map.h:256
#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_CLIMB_DOWN
Definition field_map.h:257
#define SLOT_GAUGE
the gauge game
Definition field_map.h:261
#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_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
#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_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_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,...
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
#define SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#define SPECIAL_GAIN_600_BIT
an action: gives the player 600 BIT (MONEY_GAINS[2])
Definition story.h:1826
#define SPECIAL_STORY_SINCE_DE_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
#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_E_600_BIT_FOUND
wstag570: chest that gives 600 BIT ("I got 600 BIT!"); its conditions test it 0
Definition story.h:212
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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
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 wstag570.c:138
u16 actor0Talk0Actions[]
Definition wstag570.c:113
AreaBattle area2Battle7
Definition wstag570.c:81
FieldActorEntry actor0
Definition wstag570.c:140
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag570.c:232
FieldTalk actor2Talks[]
Definition wstag570.c:133
AreaBattle area2Battle6
Definition wstag570.c:80
AreaBattle area1Battle6
Definition wstag570.c:67
u16 actor1Talk1Conditions[]
Definition wstag570.c:121
AreaBattle area0Battle7
Definition wstag570.c:55
FieldActorEntry actor2
Definition wstag570.c:142
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag570.c:11
AreaBattle area3Battle4
Definition wstag570.c:91
AreaBattle area3Battle3
Definition wstag570.c:90
AreaBattle area0Battle1
Definition wstag570.c:49
AreaBattle area2Battle0
Definition wstag570.c:74
FieldActorEntry * stageActors[]
Definition wstag570.c:143
AreaBattle area1Battle2
Definition wstag570.c:63
AreaBattle area3Battle0
Definition wstag570.c:87
AreaBattle area0Battle6
Definition wstag570.c:54
FieldTalk actor1Talks[]
Definition wstag570.c:128
AreaBattle area3Battle2
Definition wstag570.c:89
u16 actor1Talk0Conditions[]
Definition wstag570.c:119
FieldTalk actor0Talks[]
Definition wstag570.c:124
AreaBattle area3Battle1
Definition wstag570.c:88
AreaBattle area0Battle3
Definition wstag570.c:51
u16 actor2Talk0Actions[]
Definition wstag570.c:123
AreaBattle area3Battle6
Definition wstag570.c:93
ActorImage stageImages[]
Definition wstag570.c:103
u16 actor1Talk1Actions[]
Definition wstag570.c:122
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0018; BGM_0029 instead at story steps 0x2...
Definition wstag570.c:23
AreaBattle area2Battle4
Definition wstag570.c:78
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag570.c:149
BattleList area3Battles
Definition wstag570.c:95
AreaBattle area3Battle5
Definition wstag570.c:92
AreaBattle area0Battle5
Definition wstag570.c:53
BattleList area1Battles
Definition wstag570.c:69
BattleList area2Battles
Definition wstag570.c:82
AreaBattle area1Battle4
Definition wstag570.c:65
AreaBattle area2Battle2
Definition wstag570.c:76
AreaBattle area1Battle5
Definition wstag570.c:66
StageSlot stageSlots[]
Definition wstag570.c:220
AreaBattle area2Battle1
Definition wstag570.c:75
u16 actor1Talk0Actions[]
Definition wstag570.c:120
AreaBattle area1Battle3
Definition wstag570.c:64
AreaBattle area1Battle0
Definition wstag570.c:61
FieldActorEntry actor1
Definition wstag570.c:141
AreaBattle area0Battle0
Definition wstag570.c:48
AreaBattle area0Battle2
Definition wstag570.c:50
#define STAGE_FILE
Definition wstag570.c:17
AreaBattle area2Battle5
Definition wstag570.c:79
AreaBattle area1Battle1
Definition wstag570.c:62
AreaBattle area2Battle3
Definition wstag570.c:77
u16 actor2Conditions[]
Definition wstag570.c:139
AreaBattle area0Battle4
Definition wstag570.c:52
#define STAGE_TEXT
Definition wstag570.c:16
AreaBattle area3Battle7
Definition wstag570.c:94
BattleList area0Battles
Definition wstag570.c:56
AreaBattle area1Battle7
Definition wstag570.c:68
FieldBattles stageBattles[]
Definition wstag570.c:100
u16 actor0Conditions[]
Definition wstag570.c:137