Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag576.c
Go to the documentation of this file.
1/*
2 * WSTAG576: Bullet Valley, West Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG575.
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 0x5CE
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x5DE
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0017 */
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) };
79AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 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, 0x172, 0x118, 0xC8, 0x18, 0x150, 0x1FF },
103 { 0x140, 0x100, 0x172, 0x140, 0xC8, 0x40, 0x160, 0x1FF },
104 { 0x140, 0x100, 0x176, 0x1A6, 0xD8, 0xA6, 0x170, 0x1FF },
105 { 0x140, 0x100, 0x15C, 0x1B6, 0x70, 0xB6, 0x150, 0x1FE },
106};
108 { NULL, NULL, 0x1C2 },
109 { NULL, NULL, 0 },
110};
112 { NULL, NULL, 0x1C4 },
113 { NULL, NULL, 0 },
114};
116 { NULL, NULL, 0x1C3 },
117 { NULL, NULL, 0 },
118};
120 { NULL, NULL, 0x1C3 },
121 { NULL, NULL, 0 },
122};
124 { NULL, NULL, 0x1C5 },
125 { NULL, NULL, 0 },
126};
128 { NULL, NULL, 0x1C5 },
129 { NULL, NULL, 0 },
130};
160 &actor0,
161 &actor1,
162 &actor2,
163 &actor3,
164 &actor4,
165 &actor5,
166 NULL,
167};
169 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 166, 265, 0, 0 },
170 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 186, 261, 0, 0 },
171 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 186, 277, 0, 0 },
172 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 195, 287, 0, 0 },
173 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 207, 278, 0, 0 },
174 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 208, 273, 0, 0 },
175 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 217, 281, 0, 0 },
176 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 223, 291, 0, 0 },
177 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 237, 301, 0, 0 },
178 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 244, 290, 0, 0 },
179 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 264, 305, 0, 0 },
180 { 1, 0, 0x40, 2, 0x33, 2, 0, 9, 4, 0, 532, 182, 0, 0 },
181 { 1, 0, 0x40, 2, 0x33, 2, 0, 9, 4, 0, 551, 182, 0, 0 },
182 { 1, 0, 0x40, 2, 0x33, 2, 0, 9, 4, 0, 553, 172, 0, 0 },
183 { 1, 0, 0x40, 2, 0x34, 2, 0, 9, 4, 0, 496, 200, 0, 0 },
184 { 1, 0, 0x40, 2, 0x34, 2, 0, 9, 4, 0, 520, 201, 0, 0 },
185 { 1, 0, 0x40, 2, 0x34, 2, 0, 9, 4, 0, 526, 192, 0, 0 },
186 { 1, 0, 0x64, 2, 0xE, 0, 0, 0, 0, 0, 698, 491, 0, 0 },
187 { 1, 0, 0x40, 2, 6, 0, 0, 0, 0, 0, 490, 26, 0, 0 },
188 { 1, 0, 0x40, 2, 6, 0, 0, 0, 0, 0, 528, 45, 0, 0 },
189 { 1, 0, 0x40, 2, 6, 0, 0, 0, 0, 0, 567, 64, 0, 0 },
190 { 1, 0, 0x40, 6, 0x33, 2, 0, 9, 4, 0, 418, 122, 0, 0 },
191 { 1, 0, 0x40, 6, 0x33, 2, 0, 9, 4, 0, 421, 128, 0, 0 },
192 { 1, 0, 0x40, 6, 0x33, 2, 0, 9, 4, 0, 434, 112, 0, 0 },
193 { 1, 0, 0x40, 6, 0x33, 2, 0, 9, 4, 0, 450, 120, 0, 0 },
194 { 1, 0, 0x40, 6, 0x34, 2, 0, 9, 4, 0, 384, 141, 0, 0 },
195 { 1, 0, 0x40, 6, 0x34, 2, 0, 9, 4, 0, 391, 147, 0, 0 },
196 { 1, 0, 0x40, 6, 0x34, 2, 0, 9, 4, 0, 392, 125, 0, 0 },
197 { 1, 0, 0x40, 6, 0x34, 2, 0, 9, 4, 0, 414, 137, 0, 0 },
198 { 1, 0, 0x73, 4, 0, 0, 0, 0, 0, 0, 349, 733, 824, 0 },
199 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 444, 766, 777, 0 },
200 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 310, 576, 599, 0 },
201 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 487, 596, 610, 0 },
202 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 592, 118, 160, 0 },
203 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 103, 411, 477, 0 },
204 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 336, 535, 535, 0 },
205 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 384, 559, 559, 0 },
206 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 576, 895, 895, 0 },
207 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 636, 800, 800, 0 },
208 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 673, 767, 767, 0 },
209 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
210};
212 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B4, 0x5D8, 0x104, 1, 0, 0, 0 },
213 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B7, 0x88, 0x3F4, 5, 0, 0, 0 },
214 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x19, 1 },
215 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 8, 0, 0, 0, 0, 0, 0 },
216 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
217};
218void (*stageFuncs[])(void) = {
220};
#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
#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 PROGRESS(n)
GAME.progress is n.
Definition game_state.h:69
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_DUM_DUM_FACTORY
ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room.
Definition sound.h:133
#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,...
#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
@ 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 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 wstag576.c:136
AreaBattle area2Battle7
Definition wstag576.c:73
FieldActorEntry actor0
Definition wstag576.c:153
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag576.c:218
FieldTalk actor2Talks[]
Definition wstag576.c:115
AreaBattle area2Battle6
Definition wstag576.c:72
FieldTalk actor5Talks[]
Definition wstag576.c:127
AreaBattle area1Battle6
Definition wstag576.c:59
FieldActorEntry actor5
Definition wstag576.c:158
AreaBattle area0Battle7
Definition wstag576.c:47
FieldActorEntry actor2
Definition wstag576.c:155
AreaBattle area3Battle4
Definition wstag576.c:83
AreaBattle area3Battle3
Definition wstag576.c:82
AreaBattle area0Battle1
Definition wstag576.c:41
AreaBattle area2Battle0
Definition wstag576.c:66
FieldActorEntry * stageActors[]
Definition wstag576.c:159
AreaBattle area1Battle2
Definition wstag576.c:55
AreaBattle area3Battle0
Definition wstag576.c:79
AreaBattle area0Battle6
Definition wstag576.c:46
FieldTalk actor1Talks[]
Definition wstag576.c:111
AreaBattle area3Battle2
Definition wstag576.c:81
FieldTalk actor0Talks[]
Definition wstag576.c:107
AreaBattle area3Battle1
Definition wstag576.c:80
AreaBattle area0Battle3
Definition wstag576.c:43
FieldTalk actor4Talks[]
Definition wstag576.c:123
u16 actor4Conditions[]
Definition wstag576.c:147
FieldActorEntry actor4
Definition wstag576.c:157
u16 actor3Conditions[]
Definition wstag576.c:146
AreaBattle area3Battle6
Definition wstag576.c:85
ActorImage stageImages[]
Definition wstag576.c:95
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0017.
Definition wstag576.c:20
AreaBattle area2Battle4
Definition wstag576.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag576.c:168
u16 actor5Conditions[]
Definition wstag576.c:152
FieldTalk actor3Talks[]
Definition wstag576.c:119
BattleList area3Battles
Definition wstag576.c:87
AreaBattle area3Battle5
Definition wstag576.c:84
AreaBattle area0Battle5
Definition wstag576.c:45
BattleList area1Battles
Definition wstag576.c:61
BattleList area2Battles
Definition wstag576.c:74
AreaBattle area1Battle4
Definition wstag576.c:57
AreaBattle area2Battle2
Definition wstag576.c:68
AreaBattle area1Battle5
Definition wstag576.c:58
StageSlot stageSlots[]
Definition wstag576.c:211
AreaBattle area2Battle1
Definition wstag576.c:67
AreaBattle area1Battle3
Definition wstag576.c:56
AreaBattle area1Battle0
Definition wstag576.c:53
FieldActorEntry actor1
Definition wstag576.c:154
AreaBattle area0Battle0
Definition wstag576.c:40
AreaBattle area0Battle2
Definition wstag576.c:42
#define STAGE_FILE
Definition wstag576.c:17
AreaBattle area2Battle5
Definition wstag576.c:71
AreaBattle area1Battle1
Definition wstag576.c:54
AreaBattle area2Battle3
Definition wstag576.c:69
u16 actor2Conditions[]
Definition wstag576.c:141
AreaBattle area0Battle4
Definition wstag576.c:44
#define STAGE_TEXT
Definition wstag576.c:16
AreaBattle area3Battle7
Definition wstag576.c:86
BattleList area0Battles
Definition wstag576.c:48
AreaBattle area1Battle7
Definition wstag576.c:60
FieldActorEntry actor3
Definition wstag576.c:156
FieldBattles stageBattles[]
Definition wstag576.c:92
u16 actor0Conditions[]
Definition wstag576.c:131