Digimon World 3 decomp
The European version, SLES_039.36
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wstag590.c
Go to the documentation of this file.
1/*
2 * WSTAG590: Duct Room 02, West Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
13#define STAGE_FILE 0x4FB
14#elif VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
16#define STAGE_FILE 0x50B
17#endif
18/* 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 { 0x140, 0x100, 0x176, 0x100, 0xD8, 0, 0x150, 0x1FF },
102};
110 { NULL, actor0Talk0Actions, 0x257 },
111 { NULL, NULL, 0 },
112};
116 &actor0,
117 NULL,
118};
120 { 1, 0, 0x40, 6, 0x32, 2, 0, 5, 6, 0, 277, 252, 0, 0 },
121 { 1, 0, 0x40, 6, 0x33, 2, 0, 5, 6, 0, 405, 317, 0, 0 },
122 { 1, 0, 0x40, 6, 0, 1, 0, 0xB, 4, 0, 214, 250, 0, 0 },
123 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
124};
126 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x24D, 0x4EE, 0x2D2, 1, 0, 0, 0 },
127 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
128};
129void (*stageFuncs[])(void) = {
131};
#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 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
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 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 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_DUCT_ROOM_02_MP_CHIP_FOUND
wstag590: chest that gives the MP Chip, "I got" text; its conditions test it 0; Dum Dum Factory (wsta...
Definition story.h:221
#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
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 actor0Talk0Actions[]
Definition wstag590.c:103
AreaBattle area2Battle7
Definition wstag590.c:72
FieldActorEntry actor0
Definition wstag590.c:114
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag590.c:129
AreaBattle area2Battle6
Definition wstag590.c:71
AreaBattle area1Battle6
Definition wstag590.c:58
AreaBattle area0Battle7
Definition wstag590.c:46
AreaBattle area3Battle4
Definition wstag590.c:82
AreaBattle area3Battle3
Definition wstag590.c:81
AreaBattle area0Battle1
Definition wstag590.c:40
AreaBattle area2Battle0
Definition wstag590.c:65
FieldActorEntry * stageActors[]
Definition wstag590.c:115
AreaBattle area1Battle2
Definition wstag590.c:54
AreaBattle area3Battle0
Definition wstag590.c:78
AreaBattle area0Battle6
Definition wstag590.c:45
AreaBattle area3Battle2
Definition wstag590.c:80
FieldTalk actor0Talks[]
Definition wstag590.c:109
AreaBattle area3Battle1
Definition wstag590.c:79
AreaBattle area0Battle3
Definition wstag590.c:42
AreaBattle area3Battle6
Definition wstag590.c:84
ActorImage stageImages[]
Definition wstag590.c:94
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0017.
Definition wstag590.c:19
AreaBattle area2Battle4
Definition wstag590.c:69
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag590.c:119
BattleList area3Battles
Definition wstag590.c:86
AreaBattle area3Battle5
Definition wstag590.c:83
AreaBattle area0Battle5
Definition wstag590.c:44
BattleList area1Battles
Definition wstag590.c:60
BattleList area2Battles
Definition wstag590.c:73
AreaBattle area1Battle4
Definition wstag590.c:56
AreaBattle area2Battle2
Definition wstag590.c:67
AreaBattle area1Battle5
Definition wstag590.c:57
StageSlot stageSlots[]
Definition wstag590.c:125
AreaBattle area2Battle1
Definition wstag590.c:66
AreaBattle area1Battle3
Definition wstag590.c:55
AreaBattle area1Battle0
Definition wstag590.c:52
AreaBattle area0Battle0
Definition wstag590.c:39
AreaBattle area0Battle2
Definition wstag590.c:41
#define STAGE_FILE
Definition wstag590.c:16
AreaBattle area2Battle5
Definition wstag590.c:70
AreaBattle area1Battle1
Definition wstag590.c:53
AreaBattle area2Battle3
Definition wstag590.c:68
AreaBattle area0Battle4
Definition wstag590.c:43
#define STAGE_TEXT
Definition wstag590.c:15
AreaBattle area3Battle7
Definition wstag590.c:85
BattleList area0Battles
Definition wstag590.c:47
AreaBattle area1Battle7
Definition wstag590.c:59
FieldBattles stageBattles[]
Definition wstag590.c:91
u16 actor0Conditions[]
Definition wstag590.c:113