Digimon World 3 decomp
The European version, SLES_039.36
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wstag631.c
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1/*
2 * WSTAG631: S Noise Desert, West Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG630.
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 0x60F
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x61F
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0016 */
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) };
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 { 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 },
114};
121 FLAG(0, 0), 1,
122 PARTY_STAT(7), 1,
123 PARTY_STAT(9), 1,
125 CODES_END,
126};
133 FLAG(0, 0), 1,
134 PARTY_STAT(7), 1,
135 PARTY_STAT(9), 1,
137 CODES_END,
138};
142u16 actor2Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(0xA), 1, FLAG(0xE, 0x4A), 0, CODES_END };
143u16 actor2Talk2Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x4A), 1, CODES_END };
145 FLAG(0, 0), 1,
146 PARTY_STAT(0xA), 1,
147 FLAG(0xE, 0x4A), 1,
148 PARTY_STAT(0xC), 0,
149 CODES_END,
150};
152 FLAG(0, 0), 1,
153 PARTY_STAT(0xA), 1,
154 FLAG(0xE, 0x4A), 1,
155 PARTY_STAT(0xC), 1,
156 CODES_END,
157};
165 { NULL, NULL, 0x1C6 },
166 { NULL, NULL, 0 },
167};
191 { NULL, NULL, 0x24B },
192 { NULL, NULL, 0 },
193};
195 { NULL, NULL, 0x1C7 },
196 { NULL, NULL, 0 },
197};
199 { NULL, NULL, 0x1C7 },
200 { NULL, NULL, 0 },
201};
203 { NULL, NULL, 0x32B },
204 { NULL, NULL, 0 },
205};
207 { NULL, NULL, 0x32C },
208 { NULL, NULL, 0 },
209};
211 { NULL, NULL, 0x32D },
212 { NULL, NULL, 0 },
213};
220 ITEM(0, 0x192), 1,
222 ITEM(0, 0x14), 0,
224 CODES_END,
225};
229 ITEM(0, 0x192), 1,
230 ITEM(0, 0x14), 1,
231 CODES_END,
232};
309FieldActorEntry actor5 = { actor5Conditions, NULL, 0x46, 6, 143, 672, 1 };
310FieldActorEntry actor6 = { actor6Conditions, NULL, 0x47, 7, 177, 689, 1 };
311FieldActorEntry actor7 = { actor7Conditions, NULL, 0x48, 8, 207, 657, 1 };
312FieldActorEntry actor8 = { actor8Conditions, NULL, 0x49, 9, 232, 620, 1 };
313FieldActorEntry actor9 = { actor9Conditions, NULL, 0x4A, 0xA, 263, 628, 1 };
316FieldActorEntry actor12 = { actor12Conditions, NULL, 0xA4, 0xC, 280, 645, 1 };
321 &actor0,
322 &actor1,
323 &actor2,
324 &actor3,
325 &actor4,
326 &actor5,
327 &actor6,
328 &actor7,
329 &actor8,
330 &actor9,
331 &actor10,
332 &actor11,
333 &actor12,
334 &actor13,
335 &actor14,
336 &actor15,
337 NULL,
338};
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 },
343};
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 },
348};
349void (*stageFuncs[])(void) = {
351};
#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 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 PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_DESERT
ENV_0016: the West Sector's deserts and the Mirage Tower.
Definition sound.h:132
#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_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
Definition sound.h:77
#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_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
Definition story.h:1031
#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_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
Definition story.h:133
#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 FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define FLAG_SOUTH_NOISE_DESERT_TROOPER_FOUGHT
wstag631 (S Noise Desert): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:926
#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...
Definition story.h:169
#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
#define SPECIAL_STORY_WAY_TO_AMATERASU_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_WAY_TO_AMATERASU to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x16])
Definition story.h:1929
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 wstag631.c:219
AreaBattle area2Battle7
Definition wstag631.c:73
FieldActorEntry actor0
Definition wstag631.c:304
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag631.c:349
FieldActorEntry actor6
Definition wstag631.c:310
u16 actor11Conditions[]
Definition wstag631.c:279
FieldTalk actor2Talks[]
Definition wstag631.c:176
AreaBattle area2Battle6
Definition wstag631.c:72
u16 actor2Talk1Conditions[]
Definition wstag631.c:141
u16 actor10Conditions[]
Definition wstag631.c:274
FieldTalk actor14Talks[]
Definition wstag631.c:206
AreaBattle area1Battle6
Definition wstag631.c:59
u16 actor1Talk3Actions[]
Definition wstag631.c:127
FieldActorEntry actor5
Definition wstag631.c:309
u16 actor1Talk2Actions[]
Definition wstag631.c:119
u16 actor1Talk1Conditions[]
Definition wstag631.c:117
AreaBattle area0Battle7
Definition wstag631.c:47
FieldActorEntry actor2
Definition wstag631.c:306
u16 actor3Talk0Conditions[]
Definition wstag631.c:159
AreaBattle area3Battle4
Definition wstag631.c:83
AreaBattle area3Battle3
Definition wstag631.c:82
AreaBattle area0Battle1
Definition wstag631.c:41
AreaBattle area2Battle0
Definition wstag631.c:66
u16 actor9Conditions[]
Definition wstag631.c:268
FieldActorEntry * stageActors[]
Definition wstag631.c:320
u16 actor2Talk3Conditions[]
Definition wstag631.c:144
AreaBattle area1Battle2
Definition wstag631.c:55
u16 actor2Talk4Actions[]
Definition wstag631.c:158
AreaBattle area3Battle0
Definition wstag631.c:79
AreaBattle area0Battle6
Definition wstag631.c:46
FieldTalk actor1Talks[]
Definition wstag631.c:168
u16 actor13Conditions[]
Definition wstag631.c:286
AreaBattle area3Battle2
Definition wstag631.c:81
u16 actor1Talk0Conditions[]
Definition wstag631.c:115
FieldTalk actor0Talks[]
Definition wstag631.c:164
AreaBattle area3Battle1
Definition wstag631.c:80
AreaBattle area0Battle3
Definition wstag631.c:43
u16 actor3Talk2Conditions[]
Definition wstag631.c:162
FieldActorEntry actor10
Definition wstag631.c:314
u16 actor3Talk1Conditions[]
Definition wstag631.c:160
u16 actor2Talk0Actions[]
Definition wstag631.c:140
FieldTalk actor4Talks[]
Definition wstag631.c:190
u16 actor4Conditions[]
Definition wstag631.c:239
FieldActorEntry actor4
Definition wstag631.c:308
u16 actor3Conditions[]
Definition wstag631.c:233
u16 actor2Talk2Conditions[]
Definition wstag631.c:142
AreaBattle area3Battle6
Definition wstag631.c:85
FieldTalk actor11Talks[]
Definition wstag631.c:198
FieldActorEntry actor8
Definition wstag631.c:312
ActorImage stageImages[]
Definition wstag631.c:95
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0016.
Definition wstag631.c:20
AreaBattle area2Battle4
Definition wstag631.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag631.c:339
FieldActorEntry actor9
Definition wstag631.c:313
u16 actor8Conditions[]
Definition wstag631.c:262
u16 actor5Conditions[]
Definition wstag631.c:244
FieldTalk actor10Talks[]
Definition wstag631.c:194
FieldTalk actor3Talks[]
Definition wstag631.c:184
u16 actor3Talk1Actions[]
Definition wstag631.c:161
BattleList area3Battles
Definition wstag631.c:87
u16 actor3Talk2Actions[]
Definition wstag631.c:163
AreaBattle area3Battle5
Definition wstag631.c:84
AreaBattle area0Battle5
Definition wstag631.c:45
BattleList area1Battles
Definition wstag631.c:61
FieldTalk actor15Talks[]
Definition wstag631.c:210
BattleList area2Battles
Definition wstag631.c:74
u16 actor2Talk0Conditions[]
Definition wstag631.c:139
FieldActorEntry actor15
Definition wstag631.c:319
FieldActorEntry actor12
Definition wstag631.c:316
u16 actor15Conditions[]
Definition wstag631.c:298
AreaBattle area1Battle4
Definition wstag631.c:57
u16 actor2Talk2Actions[]
Definition wstag631.c:143
u16 actor6Conditions[]
Definition wstag631.c:250
AreaBattle area2Battle2
Definition wstag631.c:68
AreaBattle area1Battle5
Definition wstag631.c:58
u16 actor14Conditions[]
Definition wstag631.c:292
FieldActorEntry actor7
Definition wstag631.c:311
StageSlot stageSlots[]
Definition wstag631.c:344
AreaBattle area2Battle1
Definition wstag631.c:67
u16 actor1Talk0Actions[]
Definition wstag631.c:116
FieldActorEntry actor13
Definition wstag631.c:317
AreaBattle area1Battle3
Definition wstag631.c:56
AreaBattle area1Battle0
Definition wstag631.c:53
FieldActorEntry actor11
Definition wstag631.c:315
u16 actor1Talk2Conditions[]
Definition wstag631.c:118
FieldActorEntry actor1
Definition wstag631.c:305
AreaBattle area0Battle0
Definition wstag631.c:40
AreaBattle area0Battle2
Definition wstag631.c:42
FieldTalk actor13Talks[]
Definition wstag631.c:202
#define STAGE_FILE
Definition wstag631.c:17
AreaBattle area2Battle5
Definition wstag631.c:71
AreaBattle area1Battle1
Definition wstag631.c:54
u16 actor7Conditions[]
Definition wstag631.c:256
AreaBattle area2Battle3
Definition wstag631.c:69
u16 actor2Conditions[]
Definition wstag631.c:226
AreaBattle area0Battle4
Definition wstag631.c:44
#define STAGE_TEXT
Definition wstag631.c:16
u16 actor2Talk4Conditions[]
Definition wstag631.c:151
AreaBattle area3Battle7
Definition wstag631.c:86
u16 actor1Talk4Conditions[]
Definition wstag631.c:132
BattleList area0Battles
Definition wstag631.c:48
AreaBattle area1Battle7
Definition wstag631.c:60
FieldActorEntry actor3
Definition wstag631.c:307
FieldBattles stageBattles[]
Definition wstag631.c:92
FieldActorEntry actor14
Definition wstag631.c:318
u16 actor1Talk3Conditions[]
Definition wstag631.c:120
u16 actor12Conditions[]
Definition wstag631.c:280
u16 actor0Conditions[]
Definition wstag631.c:214