Digimon World 3 decomp
The European version, SLES_039.36
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wstag615.c
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1/*
2 * WSTAG615: Sewers, West Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* Creates the event object of story progress 0x12 */
9void updateStage(StageTask *task, void **children) {
10 switch (task->state) {
11 case TASK_INIT:
12 default:
13 if (GAME.progress == STORY_LISA_SAVED && FLAGS_00.checkCondition(FLAG(0x40, 0x39), 1)) {
14 children[0] = FIELDSTG_startEvent(0x213);
15 }
16 task->nextState(task);
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 530, with WaruMonzaemon and Lisa: starts the stage's event
30 * battle 0 and keeps it from playing again
31 */
32void endEvent530(void) {
33 FLAGS_00.applyAction(FLAG(0x40, 0x39), 1);
35}
36
37/* After event 531, with Lisa, Numemon and Lucky Mouse: moves the story on to STORY_LUCKY_MOUSE */
41
42/* Defined below, after the code that uses them */
43extern StageSlot stageSlots0[];
44extern StageSlot stageSlots1[];
45const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
46#if VERSION_US || VERSION_JP
47#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
48#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
49#define STAGE_FILE 0x54D
50#elif VERSION_EU
51#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
52#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
53#define STAGE_FILE 0x55D
54#endif
55/*
56 * Sets the stage up: its map, actors, battles and events, playing the
57 * ambience ENV_0018; slot list 0 before STORY_STAFF_PASS, 1 from then on
58 */
84
86 SCRIPT_FOLLOW(0, 2),
87 SCRIPT_WALK(2, 0x231, 0x172, 7),
88 SCRIPT_PLACE(0x65, 0x280, 0x238),
89 SCRIPT_POSE(0x65, 1, 5),
90 SCRIPT_PLACE(0x97, 0x29C, 0x22A),
91 SCRIPT_POSE(0x97, 1, 1),
94 SCRIPT_POSE(2, 1, 6),
95 SCRIPT_WAIT(0x3C),
96 SCRIPT_POSE(2, 1, 0),
97 SCRIPT_WAIT(0x3C),
98 SCRIPT_TALK(0, 1, 2, 0),
99 SCRIPT_POSE(2, 1, 7),
101 SCRIPT_WAIT(0x1E),
102 SCRIPT_TALK(0, 2, 2, 4),
104 SCRIPT_COMMAND(0x323, 0x325, 2),
105 SCRIPT_WAIT(0x3C),
106 SCRIPT_COMMAND(0x323, 0x326, 2),
107 SCRIPT_WAIT(0x1E),
108 SCRIPT_TALK(0, 3, 2, 0),
110 SCRIPT_WAIT(0x1E),
111 SCRIPT_WALK(2, 0x291, 0x1A1, 7),
113 SCRIPT_POSE(2, 1, 0),
114 SCRIPT_WAIT(0x1E),
115 SCRIPT_COMMAND(0x323, 0x325, 2),
116 SCRIPT_WAIT(0x3C),
117 SCRIPT_COMMAND(0x323, 0x326, 2),
118 SCRIPT_WAIT(0x1E),
119 SCRIPT_LOOK_AT(0, 0x291, 0x1F1),
120 SCRIPT_WAIT(0x3C),
121 SCRIPT_TALK(0, 4, 0x97, 2),
123 SCRIPT_TALK(0, 5, 0x65, 0),
124 SCRIPT_POSE(0x65, 0x4D, 5),
126 SCRIPT_WAIT(0x1E),
127 SCRIPT_TALK(0, 6, 2, 1),
129 SCRIPT_WAIT(0x1E),
130 SCRIPT_COMMAND(0x323, 0x325, 0x65),
131 SCRIPT_WAIT(0x3C),
132 SCRIPT_COMMAND(0x323, 0x326, 0x65),
133 SCRIPT_WAIT(0x1E),
134 SCRIPT_WAIT(0x1E),
135 SCRIPT_TALK(0, 7, 0x65, 0),
136 SCRIPT_POSE(0x65, 0x4C, 4),
138 SCRIPT_WAIT(0x1E),
139 SCRIPT_TALK(0, 8, 2, 1),
141 SCRIPT_WAIT(0x1E),
142 SCRIPT_FOLLOW(0, 2),
143 SCRIPT_POSE(0x65, 0x4D, 5),
144 SCRIPT_WAIT(0x3C),
145 SCRIPT_WALK(2, 0x340, 0x1F9, 7),
147 SCRIPT_WALK(2, 0x2C0, 0x239, 1),
149 SCRIPT_POSE(2, 1, 3),
150 SCRIPT_WAIT(0x1E),
151 SCRIPT_TALK(0, 9, 2, 1),
153 SCRIPT_WAIT(0x1E),
154 SCRIPT_POSE(0x97, 1, 7),
155 SCRIPT_WAIT(0x1E),
156 SCRIPT_TALK(0, 0xA, 0x97, 2),
158 SCRIPT_WAIT(0x1E),
160};
162 SCRIPT_FOLLOW(0, 1),
163 SCRIPT_PLACE(1, 0x2AF, 0x240),
164 SCRIPT_POSE(1, 1, 3),
165 SCRIPT_PLACE(0x65, 0x28F, 0x230),
166 SCRIPT_POSE(0x65, 3, 7),
167 SCRIPT_PLACE(0x69, 0x2B8, 0x1B2),
168 SCRIPT_POSE(0x69, 1, 6),
169 SCRIPT_PLACE(0x97, 0x261, 0x221),
170 SCRIPT_POSE(0x97, 0x10, 1),
171 SCRIPT_PLACE(0x11F, 0x261, 0x222),
172 SCRIPT_POSE(0x11F, 1, 1),
173 SCRIPT_WAIT(0x3C),
175 SCRIPT_WAIT(0x3C),
176 SCRIPT_TALK(0, 1, 0x65, 2),
178 SCRIPT_POSE(0x65, 0x4B, 7),
179 SCRIPT_WAIT_ANIM(0x65),
180 SCRIPT_POSE(0x65, 1, 7),
181 SCRIPT_WAIT(0x1E),
182 SCRIPT_TALK(0, 2, 1, 3),
184 SCRIPT_WAIT(0x1E),
185 SCRIPT_TALK(0, 3, 1, 3),
186 SCRIPT_POSE(1, 7, 3),
188 SCRIPT_POSE(1, 1, 3),
189 SCRIPT_WAIT(0x1E),
190 SCRIPT_TALK(0, 4, 0x65, 0),
192 SCRIPT_WAIT(0x1E),
193 SCRIPT_TALK(0, 5, 1, 3),
194 SCRIPT_POSE(1, 7, 3),
196 SCRIPT_POSE(1, 1, 3),
197 SCRIPT_WAIT(0x1E),
198 SCRIPT_TALK(0, 6, 0x69, 4),
200 SCRIPT_WAIT(0x1E),
201 SCRIPT_COMMAND(0x323, 0x325, 1),
202 SCRIPT_COMMAND(0x324, 0x325, 0x65),
203 SCRIPT_WAIT(0x3C),
204 SCRIPT_COMMAND(0x323, 0x326, 1),
205 SCRIPT_COMMAND(0x324, 0x326, 0x65),
206 SCRIPT_WAIT(0x1E),
207 SCRIPT_POSE(1, 1, 5),
208 SCRIPT_POSE(0x65, 1, 5),
209 SCRIPT_WALK(0x69, 0x340, 0x1F8, 7),
210 SCRIPT_WAIT_WALK(0x69),
211 SCRIPT_WALK(0x69, 0x320, 0x208, 1),
212 SCRIPT_WAIT_WALK(0x69),
213 SCRIPT_TALK(0, 7, 0x65, 0),
215 SCRIPT_WAIT(0x1E),
216 SCRIPT_TALK(0, 8, 0x69, 1),
218 SCRIPT_POSE(0x69, 0x47, 1),
219 SCRIPT_WAIT(0x12),
220 SCRIPT_PLACE(0x68, 0x320, 0x207),
221 SCRIPT_POSE(0x68, 0x47, 1),
223 SCRIPT_WAIT_ANIM(0x68),
224 SCRIPT_PLACE(0x69, 0, 0),
225 SCRIPT_POSE(0x69, 1, 0),
226 SCRIPT_WAIT(0x3C),
227 SCRIPT_TALK(0, 9, 1, 3),
229 SCRIPT_WAIT(0x1E),
230 SCRIPT_TALK(0, 0xA, 0x65, 0),
232 SCRIPT_WAIT(0x1E),
233 SCRIPT_TALK(0, 0xB, 1, 3),
234 SCRIPT_POSE(1, 7, 5),
235 SCRIPT_POSE(1, 7, 5),
237 SCRIPT_POSE(1, 1, 5),
238 SCRIPT_WAIT(0x1E),
239 SCRIPT_TALK(0, 0xC, 0x68, 1),
241 SCRIPT_WAIT(0x1E),
242 SCRIPT_POSE(0x68, 1, 5),
243 SCRIPT_WAIT(0x1E),
244 SCRIPT_WALK(0x68, 0x340, 0x1F8, 5),
245 SCRIPT_WAIT_WALK(0x68),
246 SCRIPT_WALK(1, 0x2D0, 0x230, 5),
247 SCRIPT_WALK(0x65, 0x2B0, 0x240, 7),
248 SCRIPT_WALK(0x68, 0x320, 0x1E7, 3),
249 SCRIPT_WAIT_WALK(0x65),
250 SCRIPT_WALK(1, 0x33F, 0x1F7, 5),
251 SCRIPT_WALK(0x65, 0x33F, 0x1F7, 5),
252 SCRIPT_WALK(0x68, 0x26F, 0x190, 3),
253 SCRIPT_WAIT(0x5A),
254 SCRIPT_LEAVE(0x255, 0x1C0, 0x189, 1),
256};
270AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
271AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
272AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
273AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
274AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
275AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
276AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
277AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
283AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
284AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
285AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
286AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
287AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
288AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
289AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
290AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
298AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
299AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
300AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
301AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
302AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
303AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
313 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
314 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
315 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
316 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
317 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
318 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
319 { 0x180, 0x100, 0x1A8, 0x168, 0x1A0, 0x68, 0x160, 0x1FE },
320 { 0x180, 0x100, 0x1B6, 0x130, 0x1D8, 0x30, 0x170, 0x1FE },
321 { 0x140, 0x100, 0x179, 0x100, 0xE4, 0, 0x140, 0x1FD },
322 { 0x180, 0x100, 0x180, 0x16E, 0x100, 0x6E, 0x150, 0x1FD },
323 { 0x140, 0x100, 0x170, 0x18B, 0xC0, 0x8B, 0x160, 0x1FD },
324 { 0x140, 0x100, 0x178, 0x168, 0xE0, 0x68, 0x170, 0x1FD },
325};
327 { NULL, NULL, 0x156 },
328 { NULL, NULL, 0 },
329};
331 { NULL, NULL, 0x15A },
332 { NULL, NULL, 0 },
333};
335 { NULL, NULL, 0x157 },
336 { NULL, NULL, 0 },
337};
339 { NULL, NULL, 0x158 },
340 { NULL, NULL, 0 },
341};
343 { NULL, NULL, 0x159 },
344 { NULL, NULL, 0 },
345};
347 { NULL, NULL, 0x15B },
348 { NULL, NULL, 0 },
349};
351 { NULL, NULL, 0x155 },
352 { NULL, NULL, 0 },
353};
367FieldActorEntry actor1 = { actor1Conditions, NULL, 0x65, 5, 640, 570, 5 };
379 &actor0,
380 &actor1,
381 &actor2,
382 &actor3,
383 &actor4,
384 &actor5,
385 &actor6,
386 &actor7,
387 &actor8,
388 &actor9,
389 &actor10,
390 &actor11,
391 NULL,
392};
394 { 1, 0, 0x40, 2, 0x56, 2, 0, 1, 4, 0, 660, 140, 0, 0 },
395 { 1, 0, 0x48, 6, 0, 0, 0, 0, 0, 0, 143, 793, 0, 0 },
396 { 1, 0, 0x44, 6, 1, 0, 0, 0, 0, 0, 298, 816, 0, 0 },
397 { 1, 0, 0x40, 6, 2, 0, 0, 0, 0, 0, 512, 816, 0, 0 },
398 { 1, 0, 0x40, 6, 0x54, 2, 0, 1, 4, 0, 395, 684, 0, 0 },
399 { 1, 0, 0x40, 6, 0x54, 2, 0, 1, 4, 0, 552, 763, 0, 0 },
400 { 1, 0, 0x40, 6, 0x55, 2, 0, 1, 4, 0, 96, 746, 0, 0 },
401 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 196, 576, 0, 0 },
402 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 236, 352, 0, 0 },
403 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 436, 252, 0, 0 },
404 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 532, 204, 0, 0 },
405 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 724, 108, 0, 0 },
406 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 789, 575, 0, 0 },
407 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 476, 568, 0, 0 },
408 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 652, 624, 0, 0 },
409 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 684, 276, 0, 0 },
410 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 836, 352, 0, 0 },
411 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 908, 460, 0, 0 },
412 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 988, 664, 0, 0 },
413 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0x14, 0, 200, 474, 0, 0 },
414 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0x14, 0, 215, 476, 0, 0 },
415 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0x14, 0, 422, 463, 0, 0 },
416 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0x14, 0, 477, 351, 0, 0 },
417 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0x14, 0, 493, 353, 0, 0 },
418 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0x14, 0, 755, 721, 0, 0 },
419 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0x14, 0, 764, 711, 0, 0 },
420 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0x14, 0, 39, 789, 0, 0 },
421 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0x14, 0, 120, 516, 0, 0 },
422 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0x14, 0, 268, 444, 0, 0 },
423 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0x14, 0, 282, 682, 0, 0 },
424 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0x14, 0, 341, 409, 0, 0 },
425 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0x14, 0, 436, 357, 0, 0 },
426 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0x14, 0, 726, 215, 0, 0 },
427 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0x14, 0, 829, 116, 0, 0 },
428 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0x14, 0, 859, 101, 0, 0 },
429 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0x14, 0, 206, 865, 0, 0 },
430 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0x14, 0, 222, 867, 0, 0 },
431 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0x14, 0, 284, 673, 0, 0 },
432 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0x14, 0, 17, 551, 0, 0 },
433 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0x14, 0, 497, 703, 0, 0 },
434 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0x14, 0, 577, 412, 0, 0 },
435 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0x14, 0, 597, 754, 0, 0 },
436 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0x14, 0, 664, 468, 0, 0 },
437 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0x14, 0, 217, 428, 0, 0 },
438 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0x14, 0, 509, 287, 0, 0 },
439 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0x14, 0, 682, 371, 0, 0 },
440 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0x14, 0, 913, 92, 0, 0 },
441 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0x14, 0, 424, 668, 0, 0 },
442 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0x14, 0, 434, 677, 0, 0 },
443 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0x14, 0, 482, 843, 0, 0 },
444 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0x14, 0, 490, 851, 0, 0 },
445 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0x14, 0, 683, 466, 0, 0 },
446 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0x14, 0, 706, 379, 0, 0 },
447 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0x14, 0, 880, 477, 0, 0 },
448 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 107, 521, 0, 0 },
449 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 198, 480, 0, 0 },
450 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 206, 427, 0, 0 },
451 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 262, 450, 0, 0 },
452 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 360, 396, 0, 0 },
453 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 432, 362, 0, 0 },
454 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 439, 462, 0, 0 },
455 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 498, 287, 0, 0 },
456 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 683, 390, 0, 0 },
457 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 686, 524, 0, 0 },
458 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 692, 394, 0, 0 },
459 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 698, 526, 0, 0 },
460 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 714, 219, 0, 0 },
461 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 734, 836, 0, 0 },
462 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 739, 826, 0, 0 },
463 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 792, 179, 0, 0 },
464 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 803, 181, 0, 0 },
465 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 819, 714, 0, 0 },
466 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 833, 707, 0, 0 },
467 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 865, 476, 0, 0 },
468 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 875, 481, 0, 0 },
469 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 878, 105, 0, 0 },
470 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0x14, 0, 882, 98, 0, 0 },
471 { 1, 0x64, 0x40, 6, 3, 0, 0, 0, 0, 0, 687, 136, 0, 0 },
472 { 1, 0, 0x40, 6, 5, 1, 5, 0xA, 4, 0, 304, 820, 0, 0 },
473 { 1, 0, 0x40, 6, 0xB, 1, 0xB, 0x10, 4, 0, 157, 799, 0, 0 },
474 { 1, 0, 0x40, 6, 0xB, 1, 0xB, 0x10, 4, 0, 430, 744, 0, 0 },
475 { 1, 0, 0x40, 6, 0xB, 1, 0xB, 0x10, 4, 0, 527, 823, 0, 0 },
476 { 1, 0, 0x40, 6, 0x11, 1, 0x11, 0x16, 4, 0, 563, 592, 0, 0 },
477 { 1, 0, 0x40, 6, 0x11, 1, 0x11, 0x16, 4, 0, 602, 612, 0, 0 },
478 { 1, 0, 0x40, 6, 0x17, 1, 0x17, 0x1C, 4, 0, 70, 455, 0, 0 },
479 { 1, 0, 0x40, 6, 0x17, 1, 0x17, 0x1C, 4, 0, 326, 327, 0, 0 },
480 { 1, 0, 0x40, 6, 0x17, 1, 0x17, 0x1C, 4, 0, 366, 307, 0, 0 },
481 { 1, 0, 0x40, 6, 0x17, 1, 0x17, 0x1C, 4, 0, 582, 199, 0, 0 },
482 { 1, 0, 0x40, 6, 0x17, 1, 0x17, 0x1C, 4, 0, 622, 179, 0, 0 },
483 { 1, 0, 0x78, 6, 0x1D, 0, 0, 0, 0, 0, 810, 120, 0, 0 },
484 { 1, 0, 0x40, 0xA, 0x2C, 1, 0x2C, 0x2E, 0x14, 0, 691, 754, 0, 0 },
485 { 1, 0, 0x40, 0xA, 0x58, 1, 0x58, 0x5B, 0x14, 0, 681, 794, 0, 0 },
486 { 1, 0, 0x40, 0xA, 0x58, 1, 0x58, 0x5B, 0x14, 0, 705, 816, 0, 0 },
487 { 1, 0, 0x40, 0xA, 0x58, 1, 0x58, 0x5B, 0x14, 0, 853, 676, 0, 0 },
488 { 1, 0, 0x40, 0xA, 0x58, 1, 0x58, 0x5B, 0x14, 0, 949, 526, 0, 0 },
489 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 6, 803, 0, 0 },
490 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 22, 594, 0, 0 },
491 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 229, 490, 0, 0 },
492 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 449, 422, 0, 0 },
493 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 471, 311, 0, 0 },
494 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 587, 259, 0, 0 },
495 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 648, 810, 0, 0 },
496 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 687, 352, 0, 0 },
497 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 724, 471, 0, 0 },
498 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 808, 662, 0, 0 },
499 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 844, 541, 0, 0 },
500 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 893, 386, 0, 0 },
501 { 1, 0, 0x40, 0xA, 0x4B, 1, 0x4B, 0x4E, 0x14, 0, 925, 508, 0, 0 },
502 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 46, 550, 0, 0 },
503 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 106, 587, 0, 0 },
504 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 177, 523, 0, 0 },
505 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 258, 699, 0, 0 },
506 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 319, 464, 0, 0 },
507 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 383, 643, 0, 0 },
508 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 420, 742, 0, 0 },
509 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 455, 384, 0, 0 },
510 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 549, 414, 0, 0 },
511 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 620, 365, 0, 0 },
512 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 626, 460, 0, 0 },
513 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 671, 285, 0, 0 },
514 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 769, 744, 0, 0 },
515 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 830, 460, 0, 0 },
516 { 1, 0, 0x40, 0xA, 0x4F, 1, 0x4F, 0x52, 0x14, 0, 859, 156, 0, 0 },
517 { 1, 0, 0x40, 0xA, 0x60, 1, 0x60, 0x62, 0x14, 0, 80, 601, 0, 0 },
518 { 1, 0, 0x40, 0xA, 0x60, 1, 0x60, 0x62, 0x14, 0, 80, 702, 0, 0 },
519 { 1, 0, 0x40, 0xA, 0x2F, 1, 0x2F, 0x31, 0x14, 0, 295, 495, 0, 0 },
520 { 1, 0, 0x40, 0xA, 0x2F, 1, 0x2F, 0x31, 0x14, 0, 298, 606, 0, 0 },
521 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 92, 757, 0, 0 },
522 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 190, 431, 0, 0 },
523 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 329, 641, 0, 0 },
524 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 483, 287, 0, 0 },
525 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 806, 127, 0, 0 },
526 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 872, 90, 0, 0 },
527 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 922, 390, 0, 0 },
528 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 646, 144, 191, 0 },
529 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
530};
532 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x253, 0x90, 0x240, 7, 0, 0, 0 },
533 { { { SPECIAL_STORY_SINCE_BYAKKO_LEADER_FOUGHT, 1 }, { CODES_END, 0 } }, SLOT_EXIT, 0x255, 0x268, 0x1AC, 3, 0x64, 0, 0 },
534 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0xB3, 0x238, 0, 0, 0, 0 },
535 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0xC3, 0x2A0, 0, 0, 0, 0 },
536 { { { PROGRESS(STORY_LISA_SAVED), 1 }, { FLAG(0x40, 0x39), 0 } }, SLOT_EVENT, 0x212, 0, 0, 0, 0, 0, 0 },
537};
539 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x253, 0x90, 0x240, 7, 0, 0, 0 },
540 { { { SPECIAL_STORY_SINCE_BYAKKO_LEADER_FOUGHT, 1 }, { CODES_END, 0 } }, SLOT_EXIT, 0x256, 0x268, 0x1AC, 3, 0x64, 0, 0 },
541 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0xB3, 0x238, 0, 0, 0, 0 },
542 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0xC3, 0x2A0, 0, 0, 0, 0 },
543 { { { PROGRESS(STORY_LISA_SAVED), 1 }, { FLAG(0x40, 0x39), 0 } }, SLOT_EVENT, 0x212, 0, 0, 0, 0, 0, 0 },
544 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
545};
546void (*stageFuncs[])(void) = {
548};
550 { 530, script530, EVENT_TEXT(0x15), NULL, endEvent530 },
551 { 531, script531, EVENT_TEXT(5), NULL, endEvent531 },
552 { -1, NULL, 0, NULL, NULL },
553};
#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 FIELD_COMMAND_PLAY_WEAR_OFF
Definition field_map.h:52
#define SLOT_CLIMB_UP
Definition field_map.h:256
#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_LOOK_AT(snap, x, y)
FIELDSTG_pointCamera.
Definition field_map.h:172
#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 SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
Definition field_map.h:171
#define FIELD_COMMAND_PLAY_PIYOPIYO
Definition field_map.h:73
#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_EVENT
starts the event arg
Definition field_map.h:262
#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 SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#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 EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
Definition game_state.h:72
#define CODES_END
Definition game_state.h:83
#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_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
#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 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_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_LUCKY_MOUSE
WSTAG615 (Sewers), event 531: Lucky Mouse appears (DM0531, "Lucky Mouse appears")
Definition story.h:82
@ 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_STAFF_PASS
WSTAG620, event 551: Nick finds a Staff Pass for the player.
Definition story.h:87
#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_SINCE_BYAKKO_LEADER_FOUGHT
GAME.progress is STORY_BYAKKO_LEADER_FOUGHT or later (PROGRESS_RANGES[0xB], to 0x63)
Definition story.h:1896
#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 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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
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 wstag615.c:355
AreaBattle area2Battle7
Definition wstag615.c:290
FieldActorEntry actor0
Definition wstag615.c:366
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag615.c:546
StageSlot stageSlots1[]
Definition wstag615.c:538
FieldActorEntry actor6
Definition wstag615.c:372
u16 actor11Conditions[]
Definition wstag615.c:365
AreaBattle area2Battle6
Definition wstag615.c:289
u16 actor10Conditions[]
Definition wstag615.c:364
void endEvent530(void)
After event 530, with WaruMonzaemon and Lisa: starts the stage's event battle 0 and keeps it from pla...
Definition wstag615.c:32
FieldTalk actor5Talks[]
Definition wstag615.c:330
AreaBattle area1Battle6
Definition wstag615.c:276
void endEvent531(void)
After event 531, with Lisa, Numemon and Lucky Mouse: moves the story on to STORY_LUCKY_MOUSE.
Definition wstag615.c:38
FieldActorEntry actor5
Definition wstag615.c:371
AreaBattle area0Battle7
Definition wstag615.c:264
FieldActorEntry actor2
Definition wstag615.c:368
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag615.c:45
AreaBattle area3Battle4
Definition wstag615.c:300
AreaBattle area3Battle3
Definition wstag615.c:299
AreaBattle area0Battle1
Definition wstag615.c:258
AreaBattle area2Battle0
Definition wstag615.c:283
u16 actor9Conditions[]
Definition wstag615.c:363
FieldActorEntry * stageActors[]
Definition wstag615.c:378
AreaBattle area1Battle2
Definition wstag615.c:272
AreaBattle area3Battle0
Definition wstag615.c:296
AreaBattle area0Battle6
Definition wstag615.c:263
AreaBattle area3Battle2
Definition wstag615.c:298
AreaBattle area3Battle1
Definition wstag615.c:297
AreaBattle area0Battle3
Definition wstag615.c:260
FieldActorEntry actor10
Definition wstag615.c:376
FieldTalk actor4Talks[]
Definition wstag615.c:326
u16 actor4Conditions[]
Definition wstag615.c:358
FieldActorEntry actor4
Definition wstag615.c:370
u16 actor3Conditions[]
Definition wstag615.c:357
AreaBattle area3Battle6
Definition wstag615.c:302
FieldActorEntry actor8
Definition wstag615.c:374
ActorImage stageImages[]
Definition wstag615.c:312
FieldTalk actor6Talks[]
Definition wstag615.c:334
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0018; slot list 0 be...
Definition wstag615.c:59
AreaBattle area2Battle4
Definition wstag615.c:287
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag615.c:393
FieldActorEntry actor9
Definition wstag615.c:375
u16 actor8Conditions[]
Definition wstag615.c:362
u16 actor5Conditions[]
Definition wstag615.c:359
FieldTalk actor10Talks[]
Definition wstag615.c:350
FieldTalk actor9Talks[]
Definition wstag615.c:346
BattleList area3Battles
Definition wstag615.c:304
AreaBattle area3Battle5
Definition wstag615.c:301
AreaBattle area0Battle5
Definition wstag615.c:262
BattleList area1Battles
Definition wstag615.c:278
BattleList area2Battles
Definition wstag615.c:291
s16 script530[]
Definition wstag615.c:85
AreaBattle area1Battle4
Definition wstag615.c:274
u16 actor6Conditions[]
Definition wstag615.c:360
AreaBattle area2Battle2
Definition wstag615.c:285
AreaBattle area1Battle5
Definition wstag615.c:275
StageSlot stageSlots0[]
Defined below, after the code that uses them.
Definition wstag615.c:531
FieldActorEntry actor7
Definition wstag615.c:373
AreaBattle area2Battle1
Definition wstag615.c:284
AreaBattle area1Battle3
Definition wstag615.c:273
AreaBattle area1Battle0
Definition wstag615.c:270
FieldActorEntry actor11
Definition wstag615.c:377
FieldActorEntry actor1
Definition wstag615.c:367
AreaBattle area0Battle0
Definition wstag615.c:257
AreaBattle area0Battle2
Definition wstag615.c:259
#define STAGE_FILE
Definition wstag615.c:53
AreaBattle area2Battle5
Definition wstag615.c:288
AreaBattle area1Battle1
Definition wstag615.c:271
u16 actor7Conditions[]
Definition wstag615.c:361
AreaBattle area2Battle3
Definition wstag615.c:286
u16 actor2Conditions[]
Definition wstag615.c:356
FieldTalk actor7Talks[]
Definition wstag615.c:338
AreaBattle area0Battle4
Definition wstag615.c:261
#define STAGE_TEXT
Definition wstag615.c:51
FieldTalk actor8Talks[]
Definition wstag615.c:342
AreaBattle area3Battle7
Definition wstag615.c:303
s16 script531[]
Definition wstag615.c:161
BattleList area0Battles
Definition wstag615.c:265
AreaBattle area1Battle7
Definition wstag615.c:277
FieldActorEntry actor3
Definition wstag615.c:369
FieldBattles stageBattles[]
Definition wstag615.c:309
FieldEvent stageEvents[]
Definition wstag615.c:549
u16 actor0Conditions[]
Definition wstag615.c:354