Digimon World 3 decomp
The European version, SLES_039.36
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wstag646.c
Go to the documentation of this file.
1/*
2 * WSTAG646: Mirage Tower, West Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG645.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12/* After event 735, with Tamer Heinrich and Kenny: keeps it from playing again */
13void endEvent735(void) {
14 FLAGS_00.applyAction(FLAG(0x40, 0x49), 1);
15}
16
17#if VERSION_US || VERSION_JP
18#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
19#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
20#define STAGE_FILE 0x61B
21#elif VERSION_EU
22#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
23#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
24#define STAGE_FILE 0x62B
25#endif
26/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0016 */
47
49 SCRIPT_WALK(2, 0x248, 0x11C, 5),
50 SCRIPT_PLACE(0x2D, 0x270, 0x108),
51 SCRIPT_POSE(0x2D, 1, 1),
52 SCRIPT_PLACE(0x31, 0x288, 0x115),
53 SCRIPT_POSE(0x31, 1, 1),
56 SCRIPT_WALK(2, 0x258, 0x114, 5),
58 SCRIPT_COMMAND(0x323, 0x325, 0x2D),
59 SCRIPT_COMMAND(0x324, 0x325, 0x31),
60 SCRIPT_WAIT(0x3C),
61 SCRIPT_COMMAND(0x323, 0x326, 0x2D),
62 SCRIPT_COMMAND(0x324, 0x326, 0x31),
63 SCRIPT_WAIT(0x1E),
64 SCRIPT_TALK(0, 1, 0x31, 0),
66 SCRIPT_WAIT(0x1E),
67 SCRIPT_TALK(0, 2, 2, 1),
69 SCRIPT_COMMAND(0x323, 0x327, 2),
70 SCRIPT_WAIT(0x3C),
71 SCRIPT_COMMAND(0x323, 0x326, 2),
72 SCRIPT_WAIT(0x1E),
73 SCRIPT_COMMAND(0x323, 0x325, 0x2D),
74 SCRIPT_WAIT(0x3C),
75 SCRIPT_COMMAND(0x323, 0x326, 2),
76 SCRIPT_WAIT(0x1E),
77 SCRIPT_TALK(0, 3, 0x2D, 0),
79 SCRIPT_WAIT(0x1E),
80 SCRIPT_TALK(0, 4, 0x2D, 0),
82 SCRIPT_WAIT(0x1E),
83 SCRIPT_TALK(0, 5, 2, 1),
85 SCRIPT_WAIT(0x1E),
86 SCRIPT_TALK(0, 6, 0x2D, 0),
88 SCRIPT_WAIT(0x1E),
89 SCRIPT_TALK(0, 7, 2, 1),
91 SCRIPT_WAIT(0x1E),
92 SCRIPT_TALK(0, 8, 0x2D, 0),
94 SCRIPT_POSE(0x2D, 1, 3),
95 SCRIPT_WAIT(0x1E),
96 SCRIPT_WALK(0x2D, 0x250, 0xF8, 3),
97 SCRIPT_WAIT_WALK(0x2D),
98 SCRIPT_PLACE(0x2D, 0, 0),
99 SCRIPT_POSE(0x2D, 1, 0),
100 SCRIPT_WAIT(0x1E),
102};
116AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
117AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
118AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
119AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
120AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
121AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
122AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
123AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
129AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
130AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
131AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
132AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
133AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
134AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
135AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
136AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
144AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
145AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
146AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
147AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
148AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
149AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
159 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
160 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
161 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
162 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
163 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
164 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
165 { 0x140, 0x100, 0x140, 0x13D, 0, 0x3D, 0x150, 0x1FF },
166 { 0x140, 0x100, 0x150, 0x15D, 0x40, 0x5D, 0x160, 0x1FF },
167 { 0x140, 0x100, 0x148, 0x13D, 0x20, 0x3D, 0x170, 0x1FF },
168 { 0x140, 0x100, 0x150, 0x13D, 0x40, 0x3D, 0x150, 0x1FE },
169};
171u16 actor0Talk1Conditions[] = { FLAG(0, 1), 0, ITEM(3, 0x8E), 0, CODES_END };
173u16 actor0Talk2Conditions[] = { FLAG(0, 1), 1, ITEM(3, 0x8E), 0, ITEM(2, 0x8A), 0, CODES_END };
174u16 actor0Talk3Conditions[] = { FLAG(0, 1), 1, ITEM(3, 0x8E), 0, ITEM(2, 0x8A), 1, CODES_END };
176 ITEM(3, 0x8E), 1,
177 ITEM(3, 0x8D), 0,
178 ITEM(2, 0x8A), 0,
180 CODES_END,
181};
182u16 actor1Talk0Actions[] = { FLAG(0x1A, 0xB), 1, START_EVENT(0x46), 1, CODES_END };
228u16 actor4Talk3Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(7), 1, ITEM(0, 0x14), 0, CODES_END };
231 FLAG(0, 0), 1,
232 PARTY_STAT(7), 1,
233 ITEM(0, 0x14), 1,
234 PARTY_STAT(9), 0,
235 CODES_END,
236};
238 FLAG(0, 0), 1,
239 PARTY_STAT(7), 1,
240 ITEM(0, 0x14), 1,
241 PARTY_STAT(9), 1,
243 CODES_END,
244};
247 FLAG(0, 0), 1,
248 PARTY_STAT(7), 1,
249 ITEM(0, 0x14), 1,
250 PARTY_STAT(9), 1,
252 PARTY_STAT(0xB), 0,
253 CODES_END,
254};
256 FLAG(0, 0), 1,
257 PARTY_STAT(7), 1,
258 ITEM(0, 0x14), 1,
259 PARTY_STAT(9), 1,
261 PARTY_STAT(0xB), 1,
262 CODES_END,
263};
273 { NULL, actor1Talk0Actions, 0x1D9 },
274 { NULL, NULL, 0 },
275};
286 { actor3Talk0Conditions, NULL, 0x1E8 },
287 { actor3Talk1Conditions, NULL, 0x13 },
288 { NULL, NULL, 0 },
289};
302 { NULL, NULL, 0x1DD },
303 { NULL, NULL, 0 },
304};
308 ITEM(3, 0x8D), 1,
309 ITEM(3, 0x8E), 0,
310 CODES_END,
311};
342 &actor0,
343 &actor1,
344 &actor2,
345 &actor3,
346 &actor4,
347 &actor5,
348 NULL,
349};
351 { 1, 0, 0x40, 6, 4, 0, 0, 0, 0, 0, 562, 254, 0, 0 },
352 { 1, 0, 0x40, 4, 0x53, 2, 0, 0xF, 8, 0, 604, 194, 256, 0 },
353 { 1, 0, 0x40, 4, 0x54, 2, 0, 0xF, 8, 0, 604, 194, 252, 0 },
354 { 1, 0, 0x40, 4, 0x55, 2, 0, 0xF, 8, 0, 604, 194, 248, 0 },
355 { 1, 0, 0x40, 4, 0x56, 2, 0, 0xF, 8, 0, 604, 194, 244, 0 },
356 { 1, 0, 0x40, 4, 0x57, 2, 0, 0xF, 8, 0, 604, 194, 240, 0 },
357 { 1, 0, 0x40, 4, 0x58, 2, 0, 0xF, 8, 0, 604, 194, 236, 0 },
358 { 1, 0, 0x40, 4, 0x59, 2, 0, 0xF, 8, 0, 604, 194, 232, 0 },
359 { 1, 0, 0x40, 4, 0x5A, 2, 0, 0xF, 8, 0, 604, 194, 228, 0 },
360 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 566, 208, 264, 0 },
361 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
362};
364 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2C4, 0x27A, 0x256, 3, 0, 0, 0 },
365 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2C1, 0x110, 0x108, 7, 0, 1, 6 },
366 { { { FLAG(0x40, 0x49), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2DF, 0, 0, 0, 0, 0, 0 },
367 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
368};
369void (*stageFuncs[])(void) = {
371};
373 { 735, script735, EVENT_TEXT(0x1D), NULL, endEvent735 },
374 { -1, NULL, 0, NULL, NULL },
375};
#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
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
#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_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 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_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 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 START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#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 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
#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_HEINRICH_FOUGHT
wstag646 (Mirage Tower): Tamer Heinrich says "Hey, since we're here, how about a battle?...
Definition story.h:929
#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_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_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
#define SPECIAL_RENAMON_LEVEL_45
PARTNER_RENAMON is unlocked and at level 45 or more.
Definition story.h:1761
#define SPECIAL_RENAMON_IN_PARTY
PARTNER_RENAMON is in the party.
Definition story.h:1721
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
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
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 wstag646.c:312
AreaBattle area2Battle7
Definition wstag646.c:136
FieldActorEntry actor0
Definition wstag646.c:335
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag646.c:369
u16 actor0Talk0Conditions[]
Definition wstag646.c:170
FieldTalk actor2Talks[]
Definition wstag646.c:276
AreaBattle area2Battle6
Definition wstag646.c:135
u16 actor0Talk1Conditions[]
Definition wstag646.c:171
u16 actor2Talk1Conditions[]
Definition wstag646.c:188
u16 actor4Talk3Conditions[]
Definition wstag646.c:228
u16 actor4Talk1Actions[]
Definition wstag646.c:226
u16 actor2Talk5Actions[]
Definition wstag646.c:216
u16 actor4Talk6Conditions[]
Definition wstag646.c:246
FieldTalk actor5Talks[]
Definition wstag646.c:301
AreaBattle area1Battle6
Definition wstag646.c:122
void endEvent735(void)
After event 735, with Tamer Heinrich and Kenny: keeps it from playing again.
Definition wstag646.c:13
FieldActorEntry actor5
Definition wstag646.c:340
u16 actor4Talk4Conditions[]
Definition wstag646.c:230
AreaBattle area0Battle7
Definition wstag646.c:110
FieldActorEntry actor2
Definition wstag646.c:337
u16 actor3Talk0Conditions[]
Definition wstag646.c:217
AreaBattle area3Battle4
Definition wstag646.c:146
AreaBattle area3Battle3
Definition wstag646.c:145
AreaBattle area0Battle1
Definition wstag646.c:104
u16 actor0Talk3Conditions[]
Definition wstag646.c:174
AreaBattle area2Battle0
Definition wstag646.c:129
FieldActorEntry * stageActors[]
Definition wstag646.c:341
u16 actor2Talk3Conditions[]
Definition wstag646.c:199
u16 actor0Talk1Actions[]
Definition wstag646.c:172
AreaBattle area1Battle2
Definition wstag646.c:118
u16 actor2Talk4Actions[]
Definition wstag646.c:210
AreaBattle area3Battle0
Definition wstag646.c:142
u16 actor4Talk1Conditions[]
Definition wstag646.c:225
AreaBattle area0Battle6
Definition wstag646.c:109
FieldTalk actor1Talks[]
Definition wstag646.c:272
u16 actor4Talk5Conditions[]
Definition wstag646.c:237
AreaBattle area3Battle2
Definition wstag646.c:144
FieldTalk actor0Talks[]
Definition wstag646.c:265
AreaBattle area3Battle1
Definition wstag646.c:143
AreaBattle area0Battle3
Definition wstag646.c:106
u16 actor3Talk1Conditions[]
Definition wstag646.c:218
FieldTalk actor4Talks[]
Definition wstag646.c:290
u16 actor4Conditions[]
Definition wstag646.c:328
FieldActorEntry actor4
Definition wstag646.c:339
u16 actor3Conditions[]
Definition wstag646.c:323
u16 actor2Talk2Conditions[]
Definition wstag646.c:193
AreaBattle area3Battle6
Definition wstag646.c:148
u16 actor4Talk7Conditions[]
Definition wstag646.c:255
u16 actor2Talk3Actions[]
Definition wstag646.c:204
ActorImage stageImages[]
Definition wstag646.c:158
s16 script735[]
Definition wstag646.c:48
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0016.
Definition wstag646.c:27
AreaBattle area2Battle4
Definition wstag646.c:133
u16 actor4Talk0Conditions[]
Definition wstag646.c:219
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag646.c:350
u16 actor5Conditions[]
Definition wstag646.c:334
FieldTalk actor3Talks[]
Definition wstag646.c:285
u16 actor2Talk5Conditions[]
Definition wstag646.c:211
BattleList area3Battles
Definition wstag646.c:150
AreaBattle area3Battle5
Definition wstag646.c:147
AreaBattle area0Battle5
Definition wstag646.c:108
BattleList area1Battles
Definition wstag646.c:124
BattleList area2Battles
Definition wstag646.c:137
u16 actor2Talk0Conditions[]
Definition wstag646.c:183
AreaBattle area1Battle4
Definition wstag646.c:120
u16 actor2Talk2Actions[]
Definition wstag646.c:198
AreaBattle area2Battle2
Definition wstag646.c:131
u16 actor0Talk2Conditions[]
Definition wstag646.c:173
AreaBattle area1Battle5
Definition wstag646.c:121
StageSlot stageSlots[]
Definition wstag646.c:363
AreaBattle area2Battle1
Definition wstag646.c:130
u16 actor1Talk0Actions[]
Definition wstag646.c:182
AreaBattle area1Battle3
Definition wstag646.c:119
AreaBattle area1Battle0
Definition wstag646.c:116
u16 actor4Talk5Actions[]
Definition wstag646.c:245
FieldActorEntry actor1
Definition wstag646.c:336
AreaBattle area0Battle0
Definition wstag646.c:103
AreaBattle area0Battle2
Definition wstag646.c:105
#define STAGE_FILE
Definition wstag646.c:24
AreaBattle area2Battle5
Definition wstag646.c:134
u16 actor4Talk0Actions[]
Definition wstag646.c:224
AreaBattle area1Battle1
Definition wstag646.c:117
AreaBattle area2Battle3
Definition wstag646.c:132
u16 actor2Conditions[]
Definition wstag646.c:317
u16 actor4Talk3Actions[]
Definition wstag646.c:229
AreaBattle area0Battle4
Definition wstag646.c:107
#define STAGE_TEXT
Definition wstag646.c:22
u16 actor2Talk4Conditions[]
Definition wstag646.c:205
AreaBattle area3Battle7
Definition wstag646.c:149
BattleList area0Battles
Definition wstag646.c:111
AreaBattle area1Battle7
Definition wstag646.c:123
u16 actor4Talk2Conditions[]
Definition wstag646.c:227
u16 actor4Talk7Actions[]
Definition wstag646.c:264
FieldActorEntry actor3
Definition wstag646.c:338
FieldBattles stageBattles[]
Definition wstag646.c:155
FieldEvent stageEvents[]
Definition wstag646.c:372
u16 actor0Conditions[]
Definition wstag646.c:305
u16 actor0Talk3Actions[]
Definition wstag646.c:175