Digimon World 3 decomp
The European version, SLES_039.36
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wstag605.c
Go to the documentation of this file.
1/*
2 * WSTAG605: Operation Room, West Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* Creates the event object of story progress 0x11 */
9void updateStage(StageTask *task, void **children) {
10 switch (task->state) {
11 case TASK_INIT:
12 default:
13 task->nextState(task);
15 children[0] = FIELDSTG_startEvent(0x1FF);
16 }
17 break;
18 case TASK_RUN:
19 case TASK_DONE:
20 case TASK_KILL:
21 break;
22 }
23}
24
25#define STAGE_CHILDREN_SIZE 4
27
28/*
29 * After event 511, with HiAndromon: gives the player the Rusty Rifle and
30 * moves the story on to STORY_LISA_SAVED
31 */
32void endEvent511(void) {
33 FLAGS_00.applyAction(ITEM(3, 0x80), 1);
35}
36
37/* After event 510, with HiAndromon: lets event 511 start and starts the stage's event battle 0 */
42
43#if VERSION_US || VERSION_JP
44#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
45#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
46#define STAGE_FILE 0x475
47#elif VERSION_EU
48#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
49#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
50#define STAGE_FILE 0x485
51#endif
52/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0017 */
73
75 SCRIPT_WALK(2, 0x271, 0xC9, 5),
76 SCRIPT_PLACE(0x96, 0x291, 0xB9),
77 SCRIPT_POSE(0x96, 1, 1),
80 SCRIPT_POSE(2, 1, 5),
81 SCRIPT_WAIT(0x1E),
82 SCRIPT_TALK(0, 1, 2, 1),
84 SCRIPT_WAIT(0x1E),
85 SCRIPT_TALK(0, 2, 0x96, 2),
87 SCRIPT_WAIT(0x1E),
88 SCRIPT_TALK(0, 3, 2, 1),
89 SCRIPT_POSE(2, 7, 5),
91 SCRIPT_POSE(2, 1, 5),
92 SCRIPT_WAIT(0x1E),
93 SCRIPT_TALK(0, 4, 0x96, 2),
95 SCRIPT_WAIT(0x1E),
97};
99 SCRIPT_PLACE(2, 0x271, 0xC9),
100 SCRIPT_POSE(2, 1, 5),
101 SCRIPT_PLACE(0x96, 0x291, 0xB9),
102 SCRIPT_POSE(0x96, 1, 1),
103 SCRIPT_WAIT(0x78),
104 SCRIPT_TALK(0, 1, 0x96, 2),
107 SCRIPT_WAIT(0x1E),
108 SCRIPT_TALK(0, 2, 2, 1),
109 SCRIPT_POSE(2, 7, 5),
111 SCRIPT_POSE(2, 1, 5),
112 SCRIPT_WAIT(0x1E),
113 SCRIPT_TALK(0, 3, 0x96, 2),
115 SCRIPT_POSE(2, 1, 1),
116 SCRIPT_WAIT(0x1E),
117 SCRIPT_WALK(2, 0x258, 0xD5, 1),
118 SCRIPT_WAIT(6),
119 SCRIPT_LEAVE(0x24D, 1, 1, 7),
121 /* after the end, the original's padding up to a word, which isn't zeros */
122#if VERSION_EU || VERSION_JP
123 0x6004,
124#endif
125};
139AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
140AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
141AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
142AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
143AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
144AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
145AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
146AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
152AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
153AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
154AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
155AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
156AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
157AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
158AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
159AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
167AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
168AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
169AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
170AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
171AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
172AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
182 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
183 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
184 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
185 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
186 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
187 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
188 { 0x140, 0x100, 0x16A, 0x100, 0xA8, 0, 0x150, 0x1F9 },
189};
190u16 actor8Talk0Conditions[] = { FLAG(0x1C, 0x25), 0, CODES_END };
195 { NULL, NULL, 0x14C },
196 { NULL, NULL, 0 },
197};
199 { NULL, NULL, 0x154 },
200 { NULL, NULL, 0 },
201};
203 { NULL, NULL, 0x14F },
204 { NULL, NULL, 0 },
205};
207 { NULL, NULL, 0x150 },
208 { NULL, NULL, 0 },
209};
211 { NULL, NULL, 0x151 },
212 { NULL, NULL, 0 },
213};
215 { NULL, NULL, 0x152 },
216 { NULL, NULL, 0 },
217};
219 { NULL, NULL, 0x153 },
220 { NULL, NULL, 0 },
221};
223 { NULL, NULL, 0x14D },
224 { NULL, NULL, 0 },
225};
227 { actor8Talk0Conditions, NULL, 0x14E },
229 { actor8Talk2Conditions, NULL, 0x2FC },
230 { NULL, NULL, 0 },
231};
233 { NULL, NULL, 0x2FC },
234 { NULL, NULL, 0 },
235};
257 &actor0,
258 &actor1,
259 &actor2,
260 &actor3,
261 &actor4,
262 &actor5,
263 &actor6,
264 &actor7,
265 &actor8,
266 &actor9,
267 NULL,
268};
270 { 1, 0, 0x40, 2, 0x3A, 2, 0, 5, 8, 0, 639, 174, 0, 0 },
271 { 1, 0, 0x40, 2, 0x3C, 2, 0, 5, 8, 0, 671, 160, 0, 0 },
272 { 1, 0, 0x40, 6, 0x32, 2, 0, 5, 6, 0, 782, 501, 0, 0 },
273 { 1, 0, 0x40, 6, 0x33, 2, 0, 5, 6, 0, 800, 478, 0, 0 },
274 { 1, 0, 0x40, 6, 0x34, 2, 0, 5, 6, 0, 576, 480, 0, 0 },
275 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 6, 0, 609, 493, 0, 0 },
276 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 6, 0, 646, 507, 0, 0 },
277 { 1, 0, 0x40, 6, 0x37, 2, 0, 0xB, 8, 0, 587, 71, 0, 0 },
278 { 1, 0, 0x40, 6, 0x38, 2, 0, 0xB, 8, 0, 573, 142, 0, 0 },
279 { 1, 0, 0x40, 6, 0x39, 2, 0, 0xB, 8, 0, 705, 96, 0, 0 },
280 { 1, 0, 0x40, 6, 0x3B, 2, 0, 0xB, 8, 0, 692, 116, 0, 0 },
281 { 1, 0, 0x40, 6, 0x3C, 2, 0, 5, 8, 0, 709, 134, 0, 0 },
282 { 1, 0, 0x40, 6, 0x3D, 2, 0, 0xB, 8, 0, 743, 144, 0, 0 },
283 { 1, 0, 0x40, 6, 0x3E, 2, 0, 5, 6, 0, 710, 359, 0, 0 },
284 { 1, 0, 0x40, 6, 0x3E, 2, 0, 5, 6, 0, 758, 383, 0, 0 },
285 { 1, 0, 0x40, 6, 0x3E, 2, 0, 5, 6, 0, 854, 431, 0, 0 },
286 { 1, 0, 0x40, 6, 0x3F, 2, 0, 5, 6, 0, 32, 447, 0, 0 },
287 { 1, 0, 0x40, 6, 0x3F, 2, 0, 5, 6, 0, 416, 255, 0, 0 },
288 { 1, 0, 0x40, 6, 0x3F, 2, 0, 5, 6, 0, 463, 231, 0, 0 },
289 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
290};
292 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x24D, 0x110, 0x8C, 7, 0, 0, 0 },
293 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x24D, 0x3A8, 0xE4, 1, 0, 0, 0 },
294 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x24D, 0x468, 0xFC, 7, 0, 0, 0 },
295 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
296};
297void (*stageFuncs[])(void) = {
299};
301 { 510, script510, EVENT_TEXT(0x13), NULL, endEvent510 },
302 { 511, script511, EVENT_TEXT(0x14), NULL, endEvent511 },
303 { -1, NULL, 0, NULL, NULL },
304};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
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
#define TASK_RUN
Definition task.h:35
#define TASK_KILL
Definition task.h:37
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
Definition task.h:34
#define TASK_DONE
Definition task.h:36
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
Definition event.c:250
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#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 FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
Definition field_map.h:44
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#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 SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#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 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_BOSS
BOSS_000: the sectors' boss battles.
Definition sound.h:108
#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 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_BYAKKO_BADGE
WSTAG655 (Mirage Room), event 431: HiAndromon guards the way to Numemon (the Byakko Badge)
Definition story.h:76
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_NUMEMON_FOUND
WSTAG685 (Underground Cave, Byakko City), event 413: the rock blocking the hole is Numemon.
Definition story.h:73
@ STORY_LISA_SAVED
WSTAG605 (Operation Room), event 511: the player saves Lisa from WaruMonzaemon (the Rusty Rifle)
Definition story.h:79
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ STORY_DE_SINCERITY
WSTAG460 (Reliability Spot), event 370: the Qing Long Chief, asked for the Digi-Egg of Knowledge,...
Definition story.h:70
#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_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
Definition story.h:1914
#define FLAG_HIANDROMON_WIN_SEEN
wstag605 event 510: HiAndromon lets the player pass, unlocks the Secret Stairs and gives the Rusty Ri...
Definition story.h:1562
#define FLAG_HIANDROMON_BEATEN
wstag605 Operation Room: set with event 510, HiAndromon says "You pass!", opens the Secret Stairs and...
Definition story.h:621
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM
GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x10])
Definition story.h:1911
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
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
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
FieldEvent * events
up to the first id -1
Definition field_map.h:451
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
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
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
The task a stage starts (startStage), updated by its updateStage.
Definition stage.h:26
void(* nextState)(struct StageTask *task)
Definition stage.h:27
s32 state
Definition stage.h:27
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 wstag605.c:237
AreaBattle area2Battle7
Definition wstag605.c:159
FieldActorEntry actor0
Definition wstag605.c:246
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag605.c:297
FieldActorEntry actor6
Definition wstag605.c:252
FieldTalk actor2Talks[]
Definition wstag605.c:202
AreaBattle area2Battle6
Definition wstag605.c:158
u16 actor8Talk1Conditions[]
Definition wstag605.c:191
FieldTalk actor5Talks[]
Definition wstag605.c:214
AreaBattle area1Battle6
Definition wstag605.c:145
FieldActorEntry actor5
Definition wstag605.c:251
AreaBattle area0Battle7
Definition wstag605.c:133
FieldActorEntry actor2
Definition wstag605.c:248
u16 actor8Talk2Conditions[]
Definition wstag605.c:193
AreaBattle area3Battle4
Definition wstag605.c:169
AreaBattle area3Battle3
Definition wstag605.c:168
AreaBattle area0Battle1
Definition wstag605.c:127
void endEvent510(void)
After event 510, with HiAndromon: lets event 511 start and starts the stage's event battle 0.
Definition wstag605.c:38
s16 script510[]
Definition wstag605.c:74
AreaBattle area2Battle0
Definition wstag605.c:152
u16 actor9Conditions[]
Definition wstag605.c:245
FieldActorEntry * stageActors[]
Definition wstag605.c:256
AreaBattle area1Battle2
Definition wstag605.c:141
AreaBattle area3Battle0
Definition wstag605.c:165
AreaBattle area0Battle6
Definition wstag605.c:132
FieldTalk actor1Talks[]
Definition wstag605.c:198
AreaBattle area3Battle2
Definition wstag605.c:167
FieldTalk actor0Talks[]
Definition wstag605.c:194
AreaBattle area3Battle1
Definition wstag605.c:166
AreaBattle area0Battle3
Definition wstag605.c:129
FieldTalk actor4Talks[]
Definition wstag605.c:210
u16 actor4Conditions[]
Definition wstag605.c:240
FieldActorEntry actor4
Definition wstag605.c:250
u16 actor3Conditions[]
Definition wstag605.c:239
AreaBattle area3Battle6
Definition wstag605.c:171
FieldActorEntry actor8
Definition wstag605.c:254
ActorImage stageImages[]
Definition wstag605.c:181
FieldTalk actor6Talks[]
Definition wstag605.c:218
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0017.
Definition wstag605.c:53
AreaBattle area2Battle4
Definition wstag605.c:156
u16 actor8Talk1Actions[]
Definition wstag605.c:192
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag605.c:269
FieldActorEntry actor9
Definition wstag605.c:255
u16 actor8Conditions[]
Definition wstag605.c:244
u16 actor5Conditions[]
Definition wstag605.c:241
FieldTalk actor3Talks[]
Definition wstag605.c:206
FieldTalk actor9Talks[]
Definition wstag605.c:232
BattleList area3Battles
Definition wstag605.c:173
AreaBattle area3Battle5
Definition wstag605.c:170
AreaBattle area0Battle5
Definition wstag605.c:131
BattleList area1Battles
Definition wstag605.c:147
BattleList area2Battles
Definition wstag605.c:160
AreaBattle area1Battle4
Definition wstag605.c:143
void endEvent511(void)
After event 511, with HiAndromon: gives the player the Rusty Rifle and moves the story on to STORY_LI...
Definition wstag605.c:32
u16 actor6Conditions[]
Definition wstag605.c:242
AreaBattle area2Battle2
Definition wstag605.c:154
AreaBattle area1Battle5
Definition wstag605.c:144
FieldActorEntry actor7
Definition wstag605.c:253
StageSlot stageSlots[]
Definition wstag605.c:291
AreaBattle area2Battle1
Definition wstag605.c:153
AreaBattle area1Battle3
Definition wstag605.c:142
AreaBattle area1Battle0
Definition wstag605.c:139
FieldActorEntry actor1
Definition wstag605.c:247
AreaBattle area0Battle0
Definition wstag605.c:126
AreaBattle area0Battle2
Definition wstag605.c:128
#define STAGE_FILE
Definition wstag605.c:50
AreaBattle area2Battle5
Definition wstag605.c:157
AreaBattle area1Battle1
Definition wstag605.c:140
u16 actor7Conditions[]
Definition wstag605.c:243
AreaBattle area2Battle3
Definition wstag605.c:155
u16 actor2Conditions[]
Definition wstag605.c:238
FieldTalk actor7Talks[]
Definition wstag605.c:222
s16 script511[]
Definition wstag605.c:98
AreaBattle area0Battle4
Definition wstag605.c:130
#define STAGE_TEXT
Definition wstag605.c:48
FieldTalk actor8Talks[]
Definition wstag605.c:226
AreaBattle area3Battle7
Definition wstag605.c:172
BattleList area0Battles
Definition wstag605.c:134
u16 actor8Talk0Conditions[]
Definition wstag605.c:190
AreaBattle area1Battle7
Definition wstag605.c:146
FieldActorEntry actor3
Definition wstag605.c:249
FieldBattles stageBattles[]
Definition wstag605.c:178
FieldEvent stageEvents[]
Definition wstag605.c:300
u16 actor0Conditions[]
Definition wstag605.c:236