12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
14#define STAGE_FILE 0x60F
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x61F
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 { 0x140, 0x100, 0x162, 0x100, 0x88, 0, 0x140, 0x1FF },
103 { 0x140, 0x100, 0x16A, 0x100, 0xA8, 0, 0x150, 0x1FF },
104 { 0x140, 0x100, 0x172, 0x100, 0xC8, 0, 0x160, 0x1FF },
105 { 0x140, 0x100, 0x162, 0x128, 0x88, 0x28, 0x170, 0x1FF },
106 { 0x140, 0x100, 0x16A, 0x128, 0xA8, 0x28, 0x140, 0x1FE },
107 { 0x140, 0x100, 0x172, 0x128, 0xC8, 0x28, 0x150, 0x1FE },
108 { 0x140, 0x100, 0x162, 0x150, 0x88, 0x50, 0x160, 0x1FE },
109 { 0x140, 0x100, 0x172, 0x178, 0xC8, 0x78, 0x170, 0x1FE },
110 { 0x140, 0x100, 0x16A, 0x150, 0xA8, 0x50, 0x140, 0x1FD },
111 { 0x140, 0x100, 0x172, 0x150, 0xC8, 0x50, 0x150, 0x1FD },
112 { 0x140, 0x100, 0x162, 0x178, 0x88, 0x78, 0x160, 0x1FD },
113 { 0x140, 0x100, 0x16A, 0x178, 0xA8, 0x78, 0x170, 0x1FD },
340 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 541, 275, 326, 0 },
341 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 364, 459, 509, 0 },
342 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
345 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x2B2, 0x90, 0x540, 5, 0, 0, 0 },
346 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x2C1, 0x340, 0xF0, 1, 0, 1, 1 },
347 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
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,...
#define SLOT_EXIT
The kinds of StageSlot (type).
#define FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
FieldState FIELDSTG_state
#define EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
#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...
#define PROGRESS(n)
GAME.progress is n.
#define FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
#define PARTY_STAT(id)
checkPartyStat
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
#define MUSIC_DESERT
ENV_0016: the West Sector's deserts and the Mirage Tower.
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
#define MUSIC_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
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 ...
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
#define FLAG_SOUTH_NOISE_DESERT_TROOPER_FOUGHT
wstag631 (S Noise Desert): a Trooper says "You're suspicious." and starts a battle; set with it
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
#define SPECIAL_STORY_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
#define SPECIAL_STORY_WAY_TO_AMATERASU_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_WAY_TO_AMATERASU to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x16])
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
s32 soundBank
SOUND.loadBank's, or 0.
StageTile * objects
the map objects, up to the first margin 0
s32 imageFile
or an image archive file, or 0
Vec2 start
where the player starts
StageSlot * slots
up to the first type 0
ActorImage * actors
then the actors', from actors[2]
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
s32 startDir
and its direction
s32 textFile
the stage's text file, for the talks
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
u16 actor2Talk1Conditions[]
u16 actor1Talk1Conditions[]
u16 actor3Talk0Conditions[]
FieldActorEntry * stageActors[]
u16 actor2Talk3Conditions[]
u16 actor1Talk0Conditions[]
u16 actor3Talk2Conditions[]
u16 actor3Talk1Conditions[]
u16 actor2Talk2Conditions[]
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0016.
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
u16 actor2Talk0Conditions[]
u16 actor1Talk2Conditions[]
u16 actor2Talk4Conditions[]
u16 actor1Talk4Conditions[]
FieldBattles stageBattles[]
u16 actor1Talk3Conditions[]