Digimon World 3 decomp
The European version, SLES_039.36
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wstag611.c
Go to the documentation of this file.
1/*
2 * WSTAG611: Secret Stairs, West Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG610.
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 0x60B
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x61B
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0018 */
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) };
82AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle6 = { 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 { 0x180, 0x100, 0x1A2, 0x176, 0x188, 0x76, 0x170, 0x1FF },
103 { 0x180, 0x100, 0x1B2, 0x146, 0x1C8, 0x46, 0x150, 0x1FE },
104 { 0x180, 0x100, 0x1B2, 0x16E, 0x1C8, 0x6E, 0x160, 0x1FE },
105 { 0x180, 0x100, 0x19A, 0x176, 0x168, 0x76, 0x170, 0x1FE },
106};
108 { NULL, NULL, 0x118 },
109 { NULL, NULL, 0 },
110};
112 { NULL, NULL, 0x116 },
113 { NULL, NULL, 0 },
114};
116 { NULL, NULL, 0x117 },
117 { NULL, NULL, 0 },
118};
120 { NULL, NULL, 0x117 },
121 { NULL, NULL, 0 },
122};
124 { NULL, NULL, 0x115 },
125 { NULL, NULL, 0 },
126};
128 { NULL, NULL, 0x115 },
129 { NULL, NULL, 0 },
130};
160 &actor0,
161 &actor1,
162 &actor2,
163 &actor3,
164 &actor4,
165 &actor5,
166 NULL,
167};
169 { 1, 0, 0x80, 2, 1, 0, 0, 0, 0, 0, 512, 0, 0, 0 },
170 { 1, 0, 0x80, 2, 2, 0, 0, 0, 0, 0, 463, 0, 0, 0 },
171 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x37, 4, 0, 180, 506, 0, 0 },
172 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x37, 4, 0, 249, 388, 0, 0 },
173 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3D, 4, 0, 160, 486, 0, 0 },
174 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3D, 4, 0, 229, 368, 0, 0 },
175 { 1, 0, 0x40, 6, 0x3E, 2, 0, 1, 4, 0, 388, 395, 0, 0 },
176 { 1, 0, 0x40, 6, 0x3E, 2, 0, 1, 4, 0, 429, 415, 0, 0 },
177 { 1, 0, 0x40, 6, 0x3E, 2, 0, 1, 4, 0, 441, 565, 0, 0 },
178 { 1, 0, 0x40, 6, 0x3E, 2, 0, 1, 4, 0, 468, 435, 0, 0 },
179 { 1, 0, 0x40, 6, 0x3E, 2, 0, 1, 4, 0, 482, 585, 0, 0 },
180 { 1, 0, 0x40, 4, 0x3F, 2, 0, 1, 4, 0, 460, 138, 584, 0 },
181 { 1, 0, 0x40, 4, 0x3F, 2, 0, 1, 4, 0, 492, 154, 584, 0 },
182 { 1, 0, 0x40, 4, 0x3F, 2, 0, 1, 4, 0, 586, 201, 584, 0 },
183 { 1, 0, 0x65, 4, 0, 0, 0, 0, 0, 0, 84, 484, 584, 0 },
184 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 489, 136, 190, 0 },
185 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 509, 136, 198, 0 },
186 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 525, 136, 207, 0 },
187 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 541, 136, 215, 0 },
188 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
189};
191 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2B7, 0x88, 0x22C, 7, 0, 0, 0 },
192 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2BE, 0x3F0, 0x2F0, 3, 0, 0, 0 },
193 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
194};
195void (*stageFuncs[])(void) = {
197};
#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 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(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
#define MUSIC_WEST_SEWERS
ENV_0018: the West Sector's Sewers and Secret Stairs.
Definition sound.h:134
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_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 wstag611.c:136
AreaBattle area2Battle7
Definition wstag611.c:73
FieldActorEntry actor0
Definition wstag611.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 wstag611.c:195
FieldTalk actor2Talks[]
Definition wstag611.c:115
AreaBattle area2Battle6
Definition wstag611.c:72
FieldTalk actor5Talks[]
Definition wstag611.c:127
AreaBattle area1Battle6
Definition wstag611.c:59
FieldActorEntry actor5
Definition wstag611.c:158
AreaBattle area0Battle7
Definition wstag611.c:47
FieldActorEntry actor2
Definition wstag611.c:155
AreaBattle area3Battle4
Definition wstag611.c:83
AreaBattle area3Battle3
Definition wstag611.c:82
AreaBattle area0Battle1
Definition wstag611.c:41
AreaBattle area2Battle0
Definition wstag611.c:66
FieldActorEntry * stageActors[]
Definition wstag611.c:159
AreaBattle area1Battle2
Definition wstag611.c:55
AreaBattle area3Battle0
Definition wstag611.c:79
AreaBattle area0Battle6
Definition wstag611.c:46
FieldTalk actor1Talks[]
Definition wstag611.c:111
AreaBattle area3Battle2
Definition wstag611.c:81
FieldTalk actor0Talks[]
Definition wstag611.c:107
AreaBattle area3Battle1
Definition wstag611.c:80
AreaBattle area0Battle3
Definition wstag611.c:43
FieldTalk actor4Talks[]
Definition wstag611.c:123
u16 actor4Conditions[]
Definition wstag611.c:147
FieldActorEntry actor4
Definition wstag611.c:157
u16 actor3Conditions[]
Definition wstag611.c:146
AreaBattle area3Battle6
Definition wstag611.c:85
ActorImage stageImages[]
Definition wstag611.c:95
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0018.
Definition wstag611.c:20
AreaBattle area2Battle4
Definition wstag611.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag611.c:168
u16 actor5Conditions[]
Definition wstag611.c:152
FieldTalk actor3Talks[]
Definition wstag611.c:119
BattleList area3Battles
Definition wstag611.c:87
AreaBattle area3Battle5
Definition wstag611.c:84
AreaBattle area0Battle5
Definition wstag611.c:45
BattleList area1Battles
Definition wstag611.c:61
BattleList area2Battles
Definition wstag611.c:74
AreaBattle area1Battle4
Definition wstag611.c:57
AreaBattle area2Battle2
Definition wstag611.c:68
AreaBattle area1Battle5
Definition wstag611.c:58
StageSlot stageSlots[]
Definition wstag611.c:190
AreaBattle area2Battle1
Definition wstag611.c:67
AreaBattle area1Battle3
Definition wstag611.c:56
AreaBattle area1Battle0
Definition wstag611.c:53
FieldActorEntry actor1
Definition wstag611.c:154
AreaBattle area0Battle0
Definition wstag611.c:40
AreaBattle area0Battle2
Definition wstag611.c:42
#define STAGE_FILE
Definition wstag611.c:17
AreaBattle area2Battle5
Definition wstag611.c:71
AreaBattle area1Battle1
Definition wstag611.c:54
AreaBattle area2Battle3
Definition wstag611.c:69
u16 actor2Conditions[]
Definition wstag611.c:141
AreaBattle area0Battle4
Definition wstag611.c:44
#define STAGE_TEXT
Definition wstag611.c:16
AreaBattle area3Battle7
Definition wstag611.c:86
BattleList area0Battles
Definition wstag611.c:48
AreaBattle area1Battle7
Definition wstag611.c:60
FieldActorEntry actor3
Definition wstag611.c:156
FieldBattles stageBattles[]
Definition wstag611.c:92
u16 actor0Conditions[]
Definition wstag611.c:131