Digimon World 3 decomp
The European version, SLES_039.36
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wstag580.c File Reference

WSTAG580: Dum Dum Factory, West Sector. More...

#include "common.h"
#include "field/stage.h"
#include "common/start_stage.inc.c"
Include dependency graph for wstag580.c:

Go to the source code of this file.

Macros

#define STAGE_CHILDREN_SIZE   4
 
#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_06)
 
#define EVENT_TEXT_FILE   (TEXT_EVENTS_500 - 1)
 
#define STAGE_FILE   0x780
 

Functions

void updateStage (StageTask *task, void **children)
 Creates the event object of story progress 0x11 or 0x12, the first that applies.
 
void endEvent440 (void)
 After event 440, with Numemon: sets flag 0x1C1F and keeps it from playing again.
 
void endEvent450 (void)
 After event 450, with the player: lets event 460 of WSTAG585 start and keeps it from playing again.
 
void endEvent470 (void)
 After event 470, with Numemon: sets flag 0x1C22 (which decides whether actor 0 in WSTAG600 appears) and keeps it from playing again.
 
void endEvent480 (void)
 After event 480, with the player: sets flag 0x1C23 (which decides whether actor 0 in WSTAG590 appears) and keeps it from playing again.
 
void endEvent490 (void)
 After event 490, with the player: sets flag 0x1C24 (which decides whether actor 0 in WSTAG595 appears) and keeps it from playing again.
 
void endEvent500 (void)
 After event 500, with the player: sets flag 0x1C25 (which decides what actor 8 in WSTAG605 says) and keeps it from playing again.
 
void endEvent520 (void)
 After event 520, with the player: keeps it from playing again.
 
void setupStage (void)
 Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0017.
 

Variables

s16 script440 []
 
s16 script450 []
 
s16 script470 []
 
s16 script480 []
 
s16 script490 []
 
s16 script500 []
 
s16 script520 []
 
AreaBattle area0Battle0 = { 80, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle1 = { 80, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle2 = { 79, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle3 = { 79, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle4 = { 78, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle5 = { 78, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle6 = { 77, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle7 = { 77, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
BattleList area0Battles
 
AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area1Battles
 
AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area2Battles
 
AreaBattle area3Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area3Battles
 
FieldBattles stageBattles []
 
ActorImage stageImages []
 
u16 actor0Conditions []
 
u16 actor1Conditions []
 
u16 actor2Conditions []
 
u16 actor3Conditions []
 
u16 actor4Conditions []
 
u16 actor5Conditions []
 
u16 actor6Conditions [] = { (0x6000 | ( STORY_BYAKKO_BADGE )) , 1, 0xFFFF }
 
u16 actor7Conditions []
 
FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 0x69, 4, 825, 876, 7 }
 
FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 0x69, 4, 830, 216, 1 }
 
FieldActorEntry actor2 = { actor2Conditions, ((void *)0) , 0x69, 4, 1241, 708, 7 }
 
FieldActorEntry actor3 = { actor3Conditions, ((void *)0) , 0x69, 4, 972, 449, 5 }
 
FieldActorEntry actor4 = { actor4Conditions, ((void *)0) , 0x69, 4, 1150, 329, 3 }
 
FieldActorEntry actor5 = { actor5Conditions, ((void *)0) , 0x69, 4, 169, 539, 1 }
 
FieldActorEntry actor6 = { actor6Conditions, ((void *)0) , 0x69, 4, 0, 0, 1 }
 
FieldActorEntry actor7 = { actor7Conditions, ((void *)0) , 0x11D, 5, 455, 955, 7 }
 
FieldActorEntry * stageActors []
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
StageSlot stageSlots []
 
void(* stageFuncs [])(void)
 The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.
 
FieldEvent stageEvents []
 

Detailed Description

WSTAG580: Dum Dum Factory, West Sector.

Definition in file wstag580.c.

Macro Definition Documentation

◆ STAGE_CHILDREN_SIZE

#define STAGE_CHILDREN_SIZE   4

Definition at line 32 of file wstag580.c.

◆ STAGE_TEXT

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_06)

Definition at line 96 of file wstag580.c.

◆ EVENT_TEXT_FILE

#define EVENT_TEXT_FILE   (TEXT_EVENTS_500 - 1)

Definition at line 97 of file wstag580.c.

◆ STAGE_FILE

#define STAGE_FILE   0x780

Definition at line 98 of file wstag580.c.

Function Documentation

◆ updateStage()

void updateStage ( StageTask *  task,
void **  children 
)

Creates the event object of story progress 0x11 or 0x12, the first that applies.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 9 of file wstag580.c.

Here is the call graph for this function:

◆ endEvent440()

void endEvent440 ( void  )

After event 440, with Numemon: sets flag 0x1C1F and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 36 of file wstag580.c.

◆ endEvent450()

void endEvent450 ( void  )

After event 450, with the player: lets event 460 of WSTAG585 start and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 45 of file wstag580.c.

◆ endEvent470()

void endEvent470 ( void  )

After event 470, with Numemon: sets flag 0x1C22 (which decides whether actor 0 in WSTAG600 appears) and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 54 of file wstag580.c.

◆ endEvent480()

void endEvent480 ( void  )

After event 480, with the player: sets flag 0x1C23 (which decides whether actor 0 in WSTAG590 appears) and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 63 of file wstag580.c.

◆ endEvent490()

void endEvent490 ( void  )

After event 490, with the player: sets flag 0x1C24 (which decides whether actor 0 in WSTAG595 appears) and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 72 of file wstag580.c.

◆ endEvent500()

void endEvent500 ( void  )

After event 500, with the player: sets flag 0x1C25 (which decides what actor 8 in WSTAG605 says) and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 81 of file wstag580.c.

◆ endEvent520()

void endEvent520 ( void  )

After event 520, with the player: keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 87 of file wstag580.c.

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0017.

Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< ENV_0017: Bullet Valley, the Dum Dum Factory, its Duct Rooms and Operation Room

< a cell's value: a direction (3 bits) and a StageSlot (5)

< a cell's value: its battle area (FieldBattles), or 0

Definition at line 101 of file wstag580.c.

Variable Documentation

◆ script440

s16 script440[]

Definition at line 122 of file wstag580.c.

◆ script450

s16 script450[]

Definition at line 174 of file wstag580.c.

◆ script470

s16 script470[]

Definition at line 210 of file wstag580.c.

◆ script480

s16 script480[]

Definition at line 261 of file wstag580.c.

◆ script490

s16 script490[]

Definition at line 295 of file wstag580.c.

◆ script500

s16 script500[]

Definition at line 329 of file wstag580.c.

◆ script520

s16 script520[]

Definition at line 365 of file wstag580.c.

◆ area0Battle0

AreaBattle area0Battle0 = { 80, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 410 of file wstag580.c.

◆ area0Battle1

AreaBattle area0Battle1 = { 80, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 411 of file wstag580.c.

◆ area0Battle2

AreaBattle area0Battle2 = { 79, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 412 of file wstag580.c.

◆ area0Battle3

AreaBattle area0Battle3 = { 79, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 413 of file wstag580.c.

◆ area0Battle4

AreaBattle area0Battle4 = { 78, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 414 of file wstag580.c.

◆ area0Battle5

AreaBattle area0Battle5 = { 78, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 415 of file wstag580.c.

◆ area0Battle6

AreaBattle area0Battle6 = { 77, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 416 of file wstag580.c.

◆ area0Battle7

AreaBattle area0Battle7 = { 77, 12, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 417 of file wstag580.c.

◆ area0Battles

BattleList area0Battles
Initial value:
= {
2,
}
AreaBattle area0Battle7
Definition wstag580.c:417
AreaBattle area0Battle1
Definition wstag580.c:411
AreaBattle area0Battle6
Definition wstag580.c:416
AreaBattle area0Battle3
Definition wstag580.c:413
AreaBattle area0Battle5
Definition wstag580.c:415
AreaBattle area0Battle0
Definition wstag580.c:410
AreaBattle area0Battle2
Definition wstag580.c:412
AreaBattle area0Battle4
Definition wstag580.c:414

Definition at line 418 of file wstag580.c.

◆ area1Battle0

AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 423 of file wstag580.c.

◆ area1Battle1

AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 424 of file wstag580.c.

◆ area1Battle2

AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 425 of file wstag580.c.

◆ area1Battle3

AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 426 of file wstag580.c.

◆ area1Battle4

AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 427 of file wstag580.c.

◆ area1Battle5

AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 428 of file wstag580.c.

◆ area1Battle6

AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 429 of file wstag580.c.

◆ area1Battle7

AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 430 of file wstag580.c.

◆ area1Battles

BattleList area1Battles
Initial value:
= {
0,
}
AreaBattle area1Battle6
Definition wstag580.c:429
AreaBattle area1Battle2
Definition wstag580.c:425
AreaBattle area1Battle4
Definition wstag580.c:427
AreaBattle area1Battle5
Definition wstag580.c:428
AreaBattle area1Battle3
Definition wstag580.c:426
AreaBattle area1Battle0
Definition wstag580.c:423
AreaBattle area1Battle1
Definition wstag580.c:424
AreaBattle area1Battle7
Definition wstag580.c:430

Definition at line 431 of file wstag580.c.

◆ area2Battle0

AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 436 of file wstag580.c.

◆ area2Battle1

AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 437 of file wstag580.c.

◆ area2Battle2

AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 438 of file wstag580.c.

◆ area2Battle3

AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 439 of file wstag580.c.

◆ area2Battle4

AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 440 of file wstag580.c.

◆ area2Battle5

AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 441 of file wstag580.c.

◆ area2Battle6

AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 442 of file wstag580.c.

◆ area2Battle7

AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 443 of file wstag580.c.

◆ area2Battles

BattleList area2Battles
Initial value:
= {
0,
}
AreaBattle area2Battle7
Definition wstag580.c:443
AreaBattle area2Battle6
Definition wstag580.c:442
AreaBattle area2Battle0
Definition wstag580.c:436
AreaBattle area2Battle4
Definition wstag580.c:440
AreaBattle area2Battle2
Definition wstag580.c:438
AreaBattle area2Battle1
Definition wstag580.c:437
AreaBattle area2Battle5
Definition wstag580.c:441
AreaBattle area2Battle3
Definition wstag580.c:439

Definition at line 444 of file wstag580.c.

◆ area3Battle0

AreaBattle area3Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 449 of file wstag580.c.

◆ area3Battle1

AreaBattle area3Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 450 of file wstag580.c.

◆ area3Battle2

AreaBattle area3Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 451 of file wstag580.c.

◆ area3Battle3

AreaBattle area3Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 452 of file wstag580.c.

◆ area3Battle4

AreaBattle area3Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 453 of file wstag580.c.

◆ area3Battle5

AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 454 of file wstag580.c.

◆ area3Battle6

AreaBattle area3Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 455 of file wstag580.c.

◆ area3Battle7

AreaBattle area3Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 456 of file wstag580.c.

◆ area3Battles

BattleList area3Battles
Initial value:
= {
0,
}
AreaBattle area3Battle4
Definition wstag580.c:453
AreaBattle area3Battle3
Definition wstag580.c:452
AreaBattle area3Battle0
Definition wstag580.c:449
AreaBattle area3Battle2
Definition wstag580.c:451
AreaBattle area3Battle1
Definition wstag580.c:450
AreaBattle area3Battle6
Definition wstag580.c:455
AreaBattle area3Battle5
Definition wstag580.c:454
AreaBattle area3Battle7
Definition wstag580.c:456

Definition at line 457 of file wstag580.c.

◆ stageBattles

FieldBattles stageBattles[]
Initial value:
= {
}
BattleList area3Battles
Definition wstag580.c:457
BattleList area1Battles
Definition wstag580.c:431
BattleList area2Battles
Definition wstag580.c:444
BattleList area0Battles
Definition wstag580.c:418

Definition at line 462 of file wstag580.c.

Referenced by setupStage().

◆ stageImages

ActorImage stageImages[]
Initial value:
= {
{ 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
{ 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
{ 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
{ 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
{ 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
{ 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
{ 0x140, 0x100, 0x150, 0x1DB, 0x40, 0xDB, 0x160, 0x1FF },
{ 0x140, 0x100, 0x158, 0x1DB, 0x60, 0xDB, 0x170, 0x1FF },
}

Definition at line 465 of file wstag580.c.

Referenced by setupStage().

◆ actor0Conditions

u16 actor0Conditions[]
Initial value:
= {
(0x6000 | ( STORY_START )) , 1,
(( 0x40 ) << 8 | ( 0x21 )) , 0,
0xFFFF ,
}
@ STORY_START
a new game; WSTAG780's event 0, where Junior meets Ivy and Teddy at the Online Center in the real wor...
Definition story.h:23

Definition at line 475 of file wstag580.c.

◆ actor1Conditions

u16 actor1Conditions[]
Initial value:
= {
(0x6000 | ( STORY_START )) , 1,
(( 2 ) << 8 | ( 0xD )) , 1,
(( 0x40 ) << 8 | ( 0x34 )) , 0,
0xFFFF ,
}

Definition at line 480 of file wstag580.c.

◆ actor2Conditions

u16 actor2Conditions[]
Initial value:
= {
(0x6000 | ( STORY_START )) , 1,
(( 2 ) << 8 | ( 0xE )) , 1,
(( 0x40 ) << 8 | ( 0x35 )) , 0,
0xFFFF ,
}

Definition at line 486 of file wstag580.c.

◆ actor3Conditions

u16 actor3Conditions[]
Initial value:
= {
(0x6000 | ( STORY_START )) , 1,
(( 2 ) << 8 | ( 0xF )) , 1,
(( 0x40 ) << 8 | ( 0x36 )) , 0,
0xFFFF ,
}

Definition at line 492 of file wstag580.c.

◆ actor4Conditions

u16 actor4Conditions[]
Initial value:
= {
(0x6000 | ( STORY_START )) , 1,
(( 2 ) << 8 | ( 0x10 )) , 1,
(( 0x40 ) << 8 | ( 0x37 )) , 0,
0xFFFF ,
}

Definition at line 498 of file wstag580.c.

◆ actor5Conditions

u16 actor5Conditions[]
Initial value:
= {
(0x6000 | ( STORY_LISA_SAVED )) , 1,
(( 0x40 ) << 8 | ( 0x38 )) , 0,
0xFFFF ,
}
@ STORY_LISA_SAVED
WSTAG605 (Operation Room), event 511: the player saves Lisa from WaruMonzaemon (the Rusty Rifle)
Definition story.h:79

Definition at line 504 of file wstag580.c.

◆ actor6Conditions

u16 actor6Conditions[] = { (0x6000 | ( STORY_BYAKKO_BADGE )) , 1, 0xFFFF }

Definition at line 509 of file wstag580.c.

◆ actor7Conditions

u16 actor7Conditions[]
Initial value:
= {
(( 0x40 ) << 8 | ( 0x3C )) , 0,
(0x6000 | ( STORY_BYAKKO_BADGE )) , 1,
0xFFFF ,
}
@ STORY_BYAKKO_BADGE
WSTAG655 (Mirage Room), event 431: HiAndromon guards the way to Numemon (the Byakko Badge)
Definition story.h:76

Definition at line 510 of file wstag580.c.

◆ actor0

FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 0x69, 4, 825, 876, 7 }

Definition at line 515 of file wstag580.c.

◆ actor1

FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 0x69, 4, 830, 216, 1 }

Definition at line 516 of file wstag580.c.

◆ actor2

FieldActorEntry actor2 = { actor2Conditions, ((void *)0) , 0x69, 4, 1241, 708, 7 }

Definition at line 517 of file wstag580.c.

◆ actor3

FieldActorEntry actor3 = { actor3Conditions, ((void *)0) , 0x69, 4, 972, 449, 5 }

Definition at line 518 of file wstag580.c.

◆ actor4

FieldActorEntry actor4 = { actor4Conditions, ((void *)0) , 0x69, 4, 1150, 329, 3 }

Definition at line 519 of file wstag580.c.

◆ actor5

FieldActorEntry actor5 = { actor5Conditions, ((void *)0) , 0x69, 4, 169, 539, 1 }

Definition at line 520 of file wstag580.c.

◆ actor6

FieldActorEntry actor6 = { actor6Conditions, ((void *)0) , 0x69, 4, 0, 0, 1 }

Definition at line 521 of file wstag580.c.

◆ actor7

FieldActorEntry actor7 = { actor7Conditions, ((void *)0) , 0x11D, 5, 455, 955, 7 }

Definition at line 522 of file wstag580.c.

◆ stageActors

FieldActorEntry* stageActors[]
Initial value:
= {
((void *)0) ,
}
FieldActorEntry actor0
Definition wstag580.c:515
FieldActorEntry actor6
Definition wstag580.c:521
FieldActorEntry actor5
Definition wstag580.c:520
FieldActorEntry actor2
Definition wstag580.c:517
FieldActorEntry actor4
Definition wstag580.c:519
FieldActorEntry actor7
Definition wstag580.c:522
FieldActorEntry actor1
Definition wstag580.c:516
FieldActorEntry actor3
Definition wstag580.c:518

Definition at line 523 of file wstag580.c.

Referenced by setupStage().

◆ stageObjects

StageTile stageObjects[]

The tables and color setupStage gives FIELDSTG_state (FieldState)

Definition at line 534 of file wstag580.c.

Referenced by setupStage().

◆ stageSlots

StageSlot stageSlots[]

Definition at line 589 of file wstag580.c.

Referenced by setupStage().

◆ stageFuncs

void(* stageFuncs[])(void) ( void  )
Initial value:
= {
}
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0017.
Definition wstag580.c:101

The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.

Definition at line 621 of file wstag580.c.

◆ stageEvents

FieldEvent stageEvents[]
Initial value:
= {
{ 440, script440, ( ( 0x13D - 1) << 16 | ( 6 )), ((void *)0) , endEvent440 },
{ 450, script450, ( ( 0x13D - 1) << 16 | ( 0x16 )), ((void *)0) , endEvent450 },
{ 470, script470, ( ( 0x13D - 1) << 16 | ( 0x17 )), ((void *)0) , endEvent470 },
{ 480, script480, ( ( 0x13D - 1) << 16 | ( 0x18 )), ((void *)0) , endEvent480 },
{ 490, script490, ( ( 0x13D - 1) << 16 | ( 0x19 )), ((void *)0) , endEvent490 },
{ 500, script500, ( ( 0x13D - 1) << 16 | ( 0x1A )), ((void *)0) , endEvent500 },
{ 520, script520, ( ( 0x13D - 1) << 16 | ( 0x1B )), ((void *)0) , endEvent520 },
{ -1, ((void *)0) , 0, ((void *)0) , ((void *)0) },
}
void endEvent470(void)
After event 470, with Numemon: sets flag 0x1C22 (which decides whether actor 0 in WSTAG600 appears) a...
Definition wstag580.c:54
void endEvent450(void)
After event 450, with the player: lets event 460 of WSTAG585 start and keeps it from playing again.
Definition wstag580.c:45
s16 script500[]
Definition wstag580.c:329
void endEvent520(void)
After event 520, with the player: keeps it from playing again.
Definition wstag580.c:87
void endEvent490(void)
After event 490, with the player: sets flag 0x1C24 (which decides whether actor 0 in WSTAG595 appears...
Definition wstag580.c:72
s16 script490[]
Definition wstag580.c:295
s16 script440[]
Definition wstag580.c:122
s16 script520[]
Definition wstag580.c:365
void endEvent500(void)
After event 500, with the player: sets flag 0x1C25 (which decides what actor 8 in WSTAG605 says) and ...
Definition wstag580.c:81
s16 script450[]
Definition wstag580.c:174
void endEvent440(void)
After event 440, with Numemon: sets flag 0x1C1F and keeps it from playing again.
Definition wstag580.c:36
void endEvent480(void)
After event 480, with the player: sets flag 0x1C23 (which decides whether actor 0 in WSTAG590 appears...
Definition wstag580.c:63
s16 script470[]
Definition wstag580.c:210
s16 script480[]
Definition wstag580.c:261

Definition at line 624 of file wstag580.c.

Referenced by setupStage().