Digimon World 3 decomp
The European version, SLES_039.36
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wstag571.c
Go to the documentation of this file.
1/*
2 * WSTAG571: North Badland E, West Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG570.
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 0x5CA
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x5DA
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) };
89AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
91AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
92AreaBattle area3Battle6 = { 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, 0x166, 0x190, 0x98, 0x90, 0x150, 0x1FF },
110 { 0x140, 0x100, 0x176, 0x190, 0xD8, 0x90, 0x160, 0x1FF },
111 { 0x140, 0x100, 0x16E, 0x190, 0xB8, 0x90, 0x170, 0x1FF },
112 { 0x140, 0x100, 0x15A, 0x178, 0x68, 0x78, 0x140, 0x1FE },
113 { 0x140, 0x100, 0x154, 0x1A8, 0x50, 0xA8, 0x150, 0x1FE },
114 { 0x140, 0x100, 0x15C, 0x1A8, 0x70, 0xA8, 0x160, 0x1FE },
115};
122 FLAG(0, 0), 1,
123 PARTY_STAT(7), 1,
124 PARTY_STAT(9), 1,
126 CODES_END,
127};
134 FLAG(0, 0), 1,
135 PARTY_STAT(7), 1,
136 PARTY_STAT(9), 1,
138 CODES_END,
139};
143u16 actor3Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(0xA), 1, FLAG(0xE, 0x49), 0, CODES_END };
144u16 actor3Talk2Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x49), 1, CODES_END };
146 FLAG(0, 0), 1,
147 PARTY_STAT(0xA), 1,
148 FLAG(0xE, 0x49), 1,
149 PARTY_STAT(0xC), 0,
150 CODES_END,
151};
153 FLAG(0, 0), 1,
154 PARTY_STAT(0xA), 1,
155 FLAG(0xE, 0x49), 1,
156 PARTY_STAT(0xC), 1,
157 CODES_END,
158};
165u16 actor6Talk0Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 0, CODES_END };
167u16 actor6Talk1Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 1, CODES_END };
171 { NULL, NULL, 0x1C0 },
172 { NULL, NULL, 0 },
173};
175 { NULL, NULL, 0x1BE },
176 { NULL, NULL, 0 },
177};
201 { NULL, NULL, 0x24B },
202 { NULL, NULL, 0 },
203};
210 { NULL, actor7Talk0Actions, 0x2D9 },
211 { NULL, NULL, 0 },
212};
214 { NULL, NULL, 0x1BF },
215 { NULL, NULL, 0 },
216};
218 { NULL, NULL, 0x1BF },
219 { NULL, NULL, 0 },
220};
222 { NULL, NULL, 0x1C1 },
223 { NULL, NULL, 0 },
224};
226 { NULL, NULL, 0x1C1 },
227 { NULL, NULL, 0 },
228};
240 ITEM(0, 0x192), 1,
243 ITEM(0, 0x14), 0,
244 CODES_END,
245};
248 ITEM(0, 0x192), 1,
250 ITEM(0, 0x14), 1,
251 CODES_END,
252};
264u16 actor6Conditions[] = { ITEM(0, 0x2A), 0, CODES_END };
265u16 actor7Conditions[] = { ITEM(0, 0x2A), 1, CODES_END };
291 &actor0,
292 &actor1,
293 &actor2,
294 &actor3,
295 &actor4,
296 &actor5,
297 &actor6,
298 &actor7,
299 &actor8,
300 &actor9,
301 &actor10,
302 &actor11,
303 NULL,
304};
306 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 153, 305, 0, 0 },
307 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 875, 481, 0, 0 },
308 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 391, 837, 0, 0 },
309 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 693, 860, 0, 0 },
310 { 1, 0, 0x40, 6, 0x2C, 1, 0x2C, 0x3B, 0xA, 0, 826, 679, 0, 0 },
311 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 290, 854, 0, 0 },
312 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 602, 785, 0, 0 },
313 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x46, 0xA, 0, 817, 793, 0, 0 },
314 { 1, 0, 0x40, 6, 2, 0, 0, 0, 0, 0, 541, 351, 0, 0 },
315 { 1, 0, 0x40, 6, 3, 0, 0, 0, 0, 0, 480, 468, 0, 0 },
316 { 1, 0, 0x5D, 4, 0, 0, 0, 0, 0, 0, 621, 413, 490, 0 },
317 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
318};
320 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B4, 0x570, 0x3C0, 3, 0, 0, 0 },
321 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 0xB, 2 },
322 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 0xD, 1 },
323 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 0, 0, 0, 0, 0, 0 },
324 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x1C0, 0x272, 0, 0, 0, 0 },
325 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x1CF, 0x2D8, 0, 0, 0, 0 },
326 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0xFFE7, 0x46, 0, 0, 0, 0, 0 },
327 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x19, 0x46, 0, 0, 0, 0, 0 },
328 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E2, 0xB0, 0x148, 7, 0, 0xD, 1 },
329 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
330};
331void (*stageFuncs[])(void) = {
333};
#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_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 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_NORTH_BADLAND_EAST_TROOPER_FOUGHT
wstag571 (North Badland E): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:923
#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_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_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
#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
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 wstag571.c:234
AreaBattle area2Battle7
Definition wstag571.c:80
u16 actor6Talk0Actions[]
Definition wstag571.c:166
FieldActorEntry actor0
Definition wstag571.c:278
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag571.c:331
FieldActorEntry actor6
Definition wstag571.c:284
u16 actor11Conditions[]
Definition wstag571.c:277
FieldTalk actor2Talks[]
Definition wstag571.c:178
AreaBattle area2Battle6
Definition wstag571.c:79
u16 actor3Talk3Conditions[]
Definition wstag571.c:145
u16 actor2Talk1Conditions[]
Definition wstag571.c:118
u16 actor4Talk1Actions[]
Definition wstag571.c:162
u16 actor10Conditions[]
Definition wstag571.c:272
u16 actor4Talk2Actions[]
Definition wstag571.c:164
u16 actor3Talk4Conditions[]
Definition wstag571.c:152
FieldTalk actor5Talks[]
Definition wstag571.c:200
AreaBattle area1Battle6
Definition wstag571.c:66
u16 actor3Talk4Actions[]
Definition wstag571.c:159
FieldActorEntry actor5
Definition wstag571.c:283
AreaBattle area0Battle7
Definition wstag571.c:54
FieldActorEntry actor2
Definition wstag571.c:280
u16 actor6Talk1Conditions[]
Definition wstag571.c:167
u16 actor3Talk0Conditions[]
Definition wstag571.c:140
AreaBattle area3Battle4
Definition wstag571.c:90
AreaBattle area3Battle3
Definition wstag571.c:89
AreaBattle area0Battle1
Definition wstag571.c:48
AreaBattle area2Battle0
Definition wstag571.c:73
u16 actor9Conditions[]
Definition wstag571.c:271
FieldActorEntry * stageActors[]
Definition wstag571.c:290
u16 actor2Talk3Conditions[]
Definition wstag571.c:121
u16 actor7Talk0Actions[]
Definition wstag571.c:169
AreaBattle area1Battle2
Definition wstag571.c:62
AreaBattle area3Battle0
Definition wstag571.c:86
u16 actor4Talk1Conditions[]
Definition wstag571.c:161
AreaBattle area0Battle6
Definition wstag571.c:53
FieldTalk actor1Talks[]
Definition wstag571.c:174
AreaBattle area3Battle2
Definition wstag571.c:88
FieldTalk actor0Talks[]
Definition wstag571.c:170
AreaBattle area3Battle1
Definition wstag571.c:87
AreaBattle area0Battle3
Definition wstag571.c:50
u16 actor3Talk2Conditions[]
Definition wstag571.c:143
FieldActorEntry actor10
Definition wstag571.c:288
u16 actor3Talk1Conditions[]
Definition wstag571.c:142
u16 actor2Talk0Actions[]
Definition wstag571.c:117
FieldTalk actor4Talks[]
Definition wstag571.c:194
u16 actor4Conditions[]
Definition wstag571.c:253
FieldActorEntry actor4
Definition wstag571.c:282
u16 actor3Conditions[]
Definition wstag571.c:246
u16 actor2Talk2Conditions[]
Definition wstag571.c:119
AreaBattle area3Battle6
Definition wstag571.c:92
FieldTalk actor11Talks[]
Definition wstag571.c:225
FieldActorEntry actor8
Definition wstag571.c:286
u16 actor2Talk3Actions[]
Definition wstag571.c:128
ActorImage stageImages[]
Definition wstag571.c:102
FieldTalk actor6Talks[]
Definition wstag571.c:204
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0018; BGM_0029 instead except at STORY_PR...
Definition wstag571.c:23
AreaBattle area2Battle4
Definition wstag571.c:77
u16 actor4Talk0Conditions[]
Definition wstag571.c:160
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag571.c:305
FieldActorEntry actor9
Definition wstag571.c:287
u16 actor8Conditions[]
Definition wstag571.c:266
u16 actor5Conditions[]
Definition wstag571.c:259
FieldTalk actor10Talks[]
Definition wstag571.c:221
FieldTalk actor3Talks[]
Definition wstag571.c:186
FieldTalk actor9Talks[]
Definition wstag571.c:217
BattleList area3Battles
Definition wstag571.c:94
u16 actor3Talk2Actions[]
Definition wstag571.c:144
AreaBattle area3Battle5
Definition wstag571.c:91
AreaBattle area0Battle5
Definition wstag571.c:52
BattleList area1Battles
Definition wstag571.c:68
BattleList area2Battles
Definition wstag571.c:81
u16 actor2Talk0Conditions[]
Definition wstag571.c:116
AreaBattle area1Battle4
Definition wstag571.c:64
u16 actor2Talk2Actions[]
Definition wstag571.c:120
u16 actor6Talk0Conditions[]
Definition wstag571.c:165
u16 actor6Conditions[]
Definition wstag571.c:264
AreaBattle area2Battle2
Definition wstag571.c:75
AreaBattle area1Battle5
Definition wstag571.c:65
FieldActorEntry actor7
Definition wstag571.c:285
StageSlot stageSlots[]
Definition wstag571.c:319
AreaBattle area2Battle1
Definition wstag571.c:74
AreaBattle area1Battle3
Definition wstag571.c:63
AreaBattle area1Battle0
Definition wstag571.c:60
FieldActorEntry actor11
Definition wstag571.c:289
FieldActorEntry actor1
Definition wstag571.c:279
AreaBattle area0Battle0
Definition wstag571.c:47
AreaBattle area0Battle2
Definition wstag571.c:49
#define STAGE_FILE
Definition wstag571.c:17
AreaBattle area2Battle5
Definition wstag571.c:78
AreaBattle area1Battle1
Definition wstag571.c:61
u16 actor7Conditions[]
Definition wstag571.c:265
AreaBattle area2Battle3
Definition wstag571.c:76
u16 actor6Talk1Actions[]
Definition wstag571.c:168
u16 actor2Conditions[]
Definition wstag571.c:239
FieldTalk actor7Talks[]
Definition wstag571.c:209
AreaBattle area0Battle4
Definition wstag571.c:51
#define STAGE_TEXT
Definition wstag571.c:16
u16 actor2Talk4Conditions[]
Definition wstag571.c:133
u16 actor3Talk0Actions[]
Definition wstag571.c:141
FieldTalk actor8Talks[]
Definition wstag571.c:213
AreaBattle area3Battle7
Definition wstag571.c:93
BattleList area0Battles
Definition wstag571.c:55
AreaBattle area1Battle7
Definition wstag571.c:67
u16 actor4Talk2Conditions[]
Definition wstag571.c:163
FieldActorEntry actor3
Definition wstag571.c:281
FieldBattles stageBattles[]
Definition wstag571.c:99
u16 actor0Conditions[]
Definition wstag571.c:229