Digimon World 3 decomp
The European version, SLES_039.36
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wstag581.c
Go to the documentation of this file.
1/*
2 * WSTAG581: Dum Dum Factory, West Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG580.
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 0x76B
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x77A
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0017 */
38
52AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
95 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
96 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
97 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
98 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
99 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
100 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
101};
103 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 249, 482, 0, 0 },
104 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 273, 494, 0, 0 },
105 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 720, 847, 0, 0 },
106 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 745, 378, 0, 0 },
107 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 769, 390, 0, 0 },
108 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 891, 346, 0, 0 },
109 { 1, 0, 0x40, 2, 0x32, 2, 0, 9, 4, 0, 913, 750, 0, 0 },
110 { 1, 0, 0x40, 2, 0x33, 2, 0, 9, 4, 0, 984, 754, 0, 0 },
111 { 1, 0, 0x40, 2, 0x33, 2, 0, 9, 4, 0, 1269, 276, 0, 0 },
112 { 1, 0, 0x40, 2, 0x34, 2, 0, 9, 4, 0, 889, 739, 0, 0 },
113 { 1, 0, 0x40, 2, 0x34, 2, 0, 9, 4, 0, 960, 766, 0, 0 },
114 { 1, 0, 0x40, 2, 0x34, 2, 0, 9, 4, 0, 1234, 293, 0, 0 },
115 { 1, 0, 0x40, 2, 0x35, 2, 0, 1, 6, 0, 946, 161, 0, 0 },
116 { 1, 0, 0x40, 2, 0x36, 2, 0, 1, 6, 0, 787, 181, 0, 0 },
117 { 1, 0, 0x40, 2, 0x36, 2, 0, 1, 6, 0, 867, 829, 0, 0 },
118 { 1, 0, 0x40, 2, 0x36, 2, 0, 1, 6, 0, 1043, 353, 0, 0 },
119 { 1, 0, 0x40, 2, 0x36, 2, 0, 1, 6, 0, 1268, 657, 0, 0 },
120 { 1, 0, 0x40, 2, 0x37, 2, 0, 1, 6, 0, 236, 78, 0, 0 },
121 { 1, 0, 0x40, 2, 0x37, 2, 0, 1, 6, 0, 1092, 186, 0, 0 },
122 { 1, 0, 0x47, 2, 0xE, 0, 0, 0, 0, 0, 799, 790, 0, 0 },
123 { 1, 0, 0x41, 2, 0xF, 0, 0, 0, 0, 0, 727, 809, 0, 0 },
124 { 1, 0, 0x40, 6, 0x32, 2, 0, 9, 4, 0, 696, 835, 0, 0 },
125 { 1, 0, 0x40, 6, 0x33, 2, 0, 9, 4, 0, 241, 879, 0, 0 },
126 { 1, 0, 0x40, 6, 0x33, 2, 0, 9, 4, 0, 305, 559, 0, 0 },
127 { 1, 0, 0x40, 6, 0x33, 2, 0, 9, 4, 0, 1025, 775, 0, 0 },
128 { 1, 0, 0x40, 6, 0x34, 2, 0, 9, 4, 0, 217, 891, 0, 0 },
129 { 1, 0, 0x40, 6, 0x34, 2, 0, 9, 4, 0, 281, 571, 0, 0 },
130 { 1, 0, 0x40, 6, 0x34, 2, 0, 9, 4, 0, 1001, 787, 0, 0 },
131 { 1, 0x6B, 0x40, 6, 7, 0, 0, 0, 0, 0, 93, 496, 0, 0 },
132 { 1, 0x6A, 0x40, 6, 8, 0, 0, 0, 0, 0, 1260, 665, 0, 0 },
133 { 1, 0x69, 0x40, 6, 9, 0, 0, 0, 0, 0, 1036, 355, 0, 0 },
134 { 1, 0x68, 0x40, 6, 0xA, 0, 0, 0, 0, 0, 1086, 196, 0, 0 },
135 { 1, 0x67, 0x40, 6, 0xB, 0, 0, 0, 0, 0, 943, 171, 0, 0 },
136 { 1, 0x66, 0x40, 6, 0xC, 0, 0, 0, 0, 0, 783, 191, 0, 0 },
137 { 1, 0x65, 0x40, 6, 0x11, 0, 0, 0, 0, 0, 859, 837, 0, 0 },
138 { 1, 0x64, 0x40, 6, 0xD, 0, 0, 0, 0, 0, 230, 86, 0, 0 },
139 { 1, 0, 0x80, 6, 0x19, 0, 0, 0, 0, 0, 876, 192, 0, 0 },
140 { 1, 0, 0x40, 4, 0x33, 2, 0, 9, 4, 0, 401, 463, 491, 0 },
141 { 1, 0, 0x40, 4, 0x34, 2, 0, 9, 4, 0, 377, 475, 497, 0 },
142 { 1, 0, 0x40, 4, 0x14, 0, 0, 0, 0, 0, 397, 464, 491, 0 },
143 { 1, 0, 0x40, 4, 0x15, 0, 0, 0, 0, 0, 381, 476, 497, 0 },
144 { 1, 0, 0x80, 4, 0x16, 0, 0, 0, 0, 0, 891, 116, 221, 0 },
145 { 1, 0, 0x80, 4, 0x17, 0, 0, 0, 0, 0, 899, 112, 207, 0 },
146 { 1, 0, 0x80, 4, 0x18, 0, 0, 0, 0, 0, 907, 108, 203, 0 },
147 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 64, 512, 552, 0 },
148 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 1071, 379, 415, 0 },
149 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 1049, 211, 247, 0 },
150 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 975, 187, 224, 0 },
151 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 815, 207, 239, 0 },
152 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 894, 347, 370, 0 },
153 { 1, 0, 0x40, 4, 0x10, 0, 0, 0, 0, 0, 896, 855, 888, 0 },
154 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 208, 103, 138, 0 },
155 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
156};
158 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B6, 0x228, 0x94, 1, 0, 0, 0 },
159 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B8, 0x108, 0x174, 5, 0x65, 0, 0 },
160 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B9, 0x108, 0x174, 5, 0x6A, 0, 0 },
161 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2BC, 0x2F8, 0x264, 3, 0x68, 0, 0 },
162 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2BA, 0x108, 0x174, 5, 0x69, 0, 0 },
163 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2BC, 0x258, 0x24C, 5, 0x67, 0, 0 },
164 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2BB, 0x108, 0x174, 5, 0x66, 0, 0 },
165 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2BC, 0x68, 0x20C, 3, 0x64, 0, 0 },
166 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2BD, 0x278, 0xD4, 3, 0x6B, 0, 0 },
167 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x160, 0x80, 0, 0, 0, 0 },
168 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x170, 0xE8, 0, 0, 0, 0 },
169 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 0xC, 0xDF, 0x142, 0, 0, 0, 0 },
170 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 0xC, 0xD2, 0x208, 0, 0, 0, 0 },
171 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 8, 0x2D0, 0x29A, 0, 0, 0, 0 },
172 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 8, 0x2C1, 0x322, 0, 0, 0, 0 },
173 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 8, 0x33E, 0x2D2, 0, 0, 0, 0 },
174 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 8, 0x330, 0x35A, 0, 0, 0, 0 },
175 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 8, 0x42E, 0x34A, 0, 0, 0, 0 },
176 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 8, 0x420, 0x3D2, 0, 0, 0, 0 },
177 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x4B0, 0x25A, 0, 0, 0, 0 },
178 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x4BE, 0x2AE, 0, 0, 0, 0 },
179 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 5, 0, 0, 0, 0, 0, 0 },
180 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 8, 0, 0, 0, 0, 0, 0 },
181 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 0, 0, 0, 0, 0, 0 },
182 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
183};
184void (*stageFuncs[])(void) = {
186};
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define SLOT_CLIMB_UP
Definition field_map.h:256
#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_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 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,...
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
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 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
AreaBattle area2Battle7
Definition wstag581.c:72
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag581.c:184
AreaBattle area2Battle6
Definition wstag581.c:71
AreaBattle area1Battle6
Definition wstag581.c:58
AreaBattle area0Battle7
Definition wstag581.c:46
AreaBattle area3Battle4
Definition wstag581.c:82
AreaBattle area3Battle3
Definition wstag581.c:81
AreaBattle area0Battle1
Definition wstag581.c:40
AreaBattle area2Battle0
Definition wstag581.c:65
AreaBattle area1Battle2
Definition wstag581.c:54
AreaBattle area3Battle0
Definition wstag581.c:78
AreaBattle area0Battle6
Definition wstag581.c:45
AreaBattle area3Battle2
Definition wstag581.c:80
AreaBattle area3Battle1
Definition wstag581.c:79
AreaBattle area0Battle3
Definition wstag581.c:42
AreaBattle area3Battle6
Definition wstag581.c:84
ActorImage stageImages[]
Definition wstag581.c:94
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0017.
Definition wstag581.c:20
AreaBattle area2Battle4
Definition wstag581.c:69
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag581.c:102
BattleList area3Battles
Definition wstag581.c:86
AreaBattle area3Battle5
Definition wstag581.c:83
AreaBattle area0Battle5
Definition wstag581.c:44
BattleList area1Battles
Definition wstag581.c:60
BattleList area2Battles
Definition wstag581.c:73
AreaBattle area1Battle4
Definition wstag581.c:56
AreaBattle area2Battle2
Definition wstag581.c:67
AreaBattle area1Battle5
Definition wstag581.c:57
StageSlot stageSlots[]
Definition wstag581.c:157
AreaBattle area2Battle1
Definition wstag581.c:66
AreaBattle area1Battle3
Definition wstag581.c:55
AreaBattle area1Battle0
Definition wstag581.c:52
AreaBattle area0Battle0
Definition wstag581.c:39
AreaBattle area0Battle2
Definition wstag581.c:41
#define STAGE_FILE
Definition wstag581.c:17
AreaBattle area2Battle5
Definition wstag581.c:70
AreaBattle area1Battle1
Definition wstag581.c:53
AreaBattle area2Battle3
Definition wstag581.c:68
AreaBattle area0Battle4
Definition wstag581.c:43
#define STAGE_TEXT
Definition wstag581.c:16
AreaBattle area3Battle7
Definition wstag581.c:85
BattleList area0Battles
Definition wstag581.c:47
AreaBattle area1Battle7
Definition wstag581.c:59
FieldBattles stageBattles[]
Definition wstag581.c:91