13#if VERSION_US || VERSION_JP
14#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
15#define STAGE_FILE 0x623
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
18#define STAGE_FILE 0x633
142 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
143 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
144 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
145 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
146 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
147 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
150 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 324, 536, 0, 0 },
151 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 372, 224, 0, 0 },
152 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 516, 664, 0, 0 },
153 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 532, 288, 0, 0 },
154 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 580, 456, 0, 0 },
155 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 708, 616, 0, 0 },
156 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 724, 272, 0, 0 },
157 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 788, 464, 0, 0 },
158 { 1, 0, 0x60, 4, 1, 0, 0, 0, 0, 0, 388, 238, 328, 0 },
159 { 1, 0, 0x60, 4, 2, 0, 0, 0, 0, 0, 548, 302, 392, 0 },
160 { 1, 0, 0x60, 4, 3, 0, 0, 0, 0, 0, 740, 286, 377, 0 },
161 { 1, 0, 0x60, 4, 4, 0, 0, 0, 0, 0, 596, 470, 561, 0 },
162 { 1, 0, 0x60, 4, 5, 0, 0, 0, 0, 0, 804, 478, 568, 0 },
163 { 1, 0, 0x60, 4, 6, 0, 0, 0, 0, 0, 340, 550, 640, 0 },
164 { 1, 0, 0x60, 4, 7, 0, 0, 0, 0, 0, 532, 678, 768, 0 },
165 { 1, 0, 0x60, 4, 8, 0, 0, 0, 0, 0, 724, 630, 717, 0 },
166 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
169 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x2C2, 0x358, 0xFC, 5, 0, 0, 0 },
170 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x2C2, 0x350, 0x2F8, 7, 0, 0, 0 },
171 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x2C2, 0x118, 0x2EC, 1, 0, 0, 0 },
172 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x2C2, 0x120, 0x100, 3, 0, 0, 0 },
173 { { {
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 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_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,...
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.
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.
Where an exit (StageSlot) leads: copyPlacePoints copies a place's points to the stage's first slots,...
The points of a place (GAME.place and GAME.placeArg, which the exit the player came through set)
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,...
StagePoints placePoints1_5
StagePoint placePoints1_7Point3
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
StagePoint placePoints1_3Point3
StagePoints placePoints1_7
StagePoint placePoints1_1Point0
StagePoint placePoints1_5Point3
StagePoint placePoints1_5Point2
StagePoint placePoints1_7Point0
StagePoints placePoints1_2
StagePoint placePoints1_8Point1
StagePoint placePoints1_6Point2
StagePoint placePoints1_5Point0
StagePoint placePoints1_3Point0
StagePoint placePoints1_2Point0
StagePoints placePoints1_8
StagePoint placePoints1_2Point2
StagePoint placePoints1_4Point1
StagePoint placePoints1_4Point3
StagePoint placePoints1_6Point3
StagePoint placePoints1_2Point3
StagePoint placePoints1_1Point2
StagePoint placePoints1_6Point1
StagePoints placePoints1_1
StagePoint placePoints1_1Point1
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0016.
StagePoints * placePoints[]
Names some stages define.
StagePoint placePoints1_8Point3
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
StagePoint placePoints1_5Point1
StagePoint placePoints1_4Point2
StagePoints placePoints0_0
StagePoint placePoints1_7Point1
StagePoint placePoints1_2Point1
StagePoint placePoints1_4Point0
StagePoint placePoints1_3Point1
StagePoints placePoints1_4
StagePoint placePoints1_1Point3
StagePoint placePoints1_8Point0
StagePoint placePoints1_6Point0
StagePoint placePoints1_8Point2
StagePoint placePoints1_7Point2
StagePoint placePoints1_3Point2
StagePoints placePoints1_6
StagePoints placePoints1_3
FieldBattles stageBattles[]