Digimon World 3 decomp
The European version, SLES_039.36
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wstag650.c
Go to the documentation of this file.
1/*
2 * WSTAG650: Mirage Hall, West Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11/*
12 * After event 1458, with Guardromon: applies 0x7C15, an action that does
13 * nothing (applyAction's mode changes 0x7C are only 0 and 1)
14 */
15void endEvent1458(void) {
16 FLAGS_00.applyAction(0x7C15, 1);
17}
18
19#if VERSION_US || VERSION_JP
20#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
21#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
22#define STAGE_FILE 0x53E
23#elif VERSION_EU
24#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
25#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
26#define STAGE_FILE 0x54E
27#endif
28/*
29 * Sets the stage up: its map, actors, battles and events, playing BGM_0020;
30 * BGM_0029 instead at story steps 0x27 to 0x28 and 0xF to 0x17
31 */
59
61 SCRIPT_WALK(2, 0xD7, 0x129, 3),
62 SCRIPT_PLACE(0x15, 0xB7, 0x119),
63 SCRIPT_POSE(0x15, 1, 7),
66 SCRIPT_POSE(2, 1, 3),
67 SCRIPT_WAIT(6),
68 SCRIPT_WAIT(0x1E),
69 SCRIPT_TALK(0, 1, 0x15, 2),
71 SCRIPT_WAIT(0x1E),
72 SCRIPT_POSE(0x15, 0x36, 7),
74 SCRIPT_WAIT_ANIM(0x15),
75 SCRIPT_POSE(0x15, 0x37, 7),
76 SCRIPT_WAIT(0x5A),
77 SCRIPT_LEAVE(0xC13, 0, 0, 0),
79 /* after the end, the original's padding up to a word, which isn't zeros */
80#if VERSION_US
81 0x3C04,
82#elif VERSION_EU
83 0x323,
84#elif VERSION_JP
85 0x3E0,
86#endif
87};
88AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
89AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
90AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
91AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
92AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
93AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
94AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
95AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
101AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
102AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
103AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
104AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
105AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
106AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
107AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
108AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
114AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
115AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
116AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
117AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
118AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
119AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
120AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
121AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
128AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
129AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
130AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
131AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
132AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
133AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
134AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
144 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
145 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
146 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
147 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
148 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
149 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
150 { 0x140, 0x100, 0x164, 0x1A7, 0x90, 0xA7, 0x160, 0x1FF },
151 { 0x140, 0x100, 0x150, 0x178, 0x40, 0x78, 0x170, 0x1FF },
152 { 0x140, 0x100, 0x140, 0x18B, 0, 0x8B, 0x160, 0x1FE },
153 { 0x140, 0x100, 0x16C, 0x1A5, 0xB0, 0xA5, 0x170, 0x1FE },
154 { 0x140, 0x100, 0x174, 0x1A5, 0xD0, 0xA5, 0x160, 0x1FD },
155 { 0x140, 0x100, 0x15C, 0x1A7, 0x70, 0xA7, 0x170, 0x1FD },
156 { 0x140, 0x100, 0x14A, 0x1A8, 0x28, 0xA8, 0x160, 0x1FC },
157};
186 FLAG(0, 0), 1,
188 PARTY_STAT(0xD), 0,
189 CODES_END,
190};
192 FLAG(0, 0), 1,
194 PARTY_STAT(0xD), 1,
195 CODES_END,
196};
226 { NULL, actor0Talk0Actions, 0x16B },
227 { NULL, NULL, 0 },
228};
230 { NULL, actor1Talk0Actions, 0x168 },
231 { NULL, NULL, 0 },
232};
234 { NULL, actor2Talk0Actions, 0x2D7 },
235 { NULL, NULL, 0 },
236};
238 { NULL, NULL, 0x27 },
239 { NULL, NULL, 0 },
240};
242 { NULL, NULL, 0x15F },
243 { NULL, NULL, 0 },
244};
246 { NULL, NULL, 0x160 },
247 { NULL, NULL, 0 },
248};
250 { NULL, NULL, 0x161 },
251 { NULL, NULL, 0 },
252};
254 { NULL, NULL, 0x160 },
255 { NULL, NULL, 0 },
256};
258 { NULL, NULL, 0x28 },
259 { NULL, NULL, 0 },
260};
262 { NULL, NULL, 0x15C },
263 { NULL, NULL, 0 },
264};
266 { NULL, NULL, 0x15D },
267 { NULL, NULL, 0 },
268};
270 { NULL, NULL, 0x15D },
271 { NULL, NULL, 0 },
272};
274 { NULL, NULL, 0x15E },
275 { NULL, NULL, 0 },
276};
316 { NULL, NULL, 0x284 },
317 { NULL, NULL, 0 },
318};
338 ITEM(0, 0x192), 1,
339 ITEM(0, 0x12), 0,
340 CODES_END,
341};
343 ITEM(0, 0x192), 1,
346 ITEM(0, 0x12), 0,
347 CODES_END,
348};
357 ITEM(0, 0x192), 1,
360 ITEM(0, 0x12), 0,
361 CODES_END,
362};
364 ITEM(0, 0x192), 1,
366 ITEM(0, 0x12), 1,
368 CODES_END,
369};
371 ITEM(0, 0x192), 1,
373 ITEM(0, 0x12), 1,
375 CODES_END,
376};
384FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 321, 593, 1 };
385FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 183, 281, 7 };
386FieldActorEntry actor2 = { NULL, actor2Talks, 0x17, 6, 528, 305, 7 };
406 &actor0,
407 &actor1,
408 &actor2,
409 &actor3,
410 &actor4,
411 &actor5,
412 &actor6,
413 &actor7,
414 &actor8,
415 &actor9,
416 &actor10,
417 &actor11,
418 &actor12,
419 &actor13,
420 &actor14,
421 &actor15,
422 &actor16,
423 &actor17,
424 &actor18,
425 &actor19,
426 &actor20,
427 NULL,
428};
430 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 0xE, 0, 252, 269, 0, 0 },
431 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 0xE, 0, 482, 625, 0, 0 },
432 { 1, 0, 0x40, 6, 0x34, 2, 0, 7, 0xE, 0, 195, 353, 0, 0 },
433 { 1, 0, 0x40, 6, 0x34, 2, 0, 7, 0xE, 0, 339, 386, 0, 0 },
434 { 1, 0, 0x40, 6, 0x34, 2, 0, 7, 0xE, 0, 539, 364, 0, 0 },
435 { 1, 0, 0x40, 6, 0x35, 2, 0, 7, 0xE, 0, 366, 485, 0, 0 },
436 { 1, 0, 0x40, 6, 0x36, 2, 0, 7, 0xE, 0, 475, 430, 0, 0 },
437 { 1, 0, 0x40, 6, 0x37, 2, 0, 0xB, 0xA, 0, 164, 326, 0, 0 },
438 { 1, 0, 0x40, 6, 0x38, 2, 0, 0xB, 0xA, 0, 164, 354, 0, 0 },
439 { 1, 0, 0x40, 6, 0x39, 2, 0, 0xB, 0xA, 0, 508, 337, 0, 0 },
440 { 1, 0, 0x40, 6, 0x3A, 2, 0, 0xB, 0xA, 0, 512, 364, 0, 0 },
441 { 1, 0, 0x40, 6, 0x3B, 2, 0, 0xB, 0xA, 0, 568, 388, 0, 0 },
442 { 1, 0, 0x40, 6, 0x3C, 2, 0, 0xB, 0xA, 0, 481, 426, 0, 0 },
443 { 1, 0, 0x40, 6, 0x3D, 2, 0, 0xB, 0xA, 0, 453, 432, 0, 0 },
444 { 1, 0, 0x40, 6, 0x3E, 2, 0, 0xB, 0xA, 0, 346, 480, 0, 0 },
445 { 1, 0, 0x40, 6, 0x3F, 2, 0, 0xB, 0xA, 0, 342, 488, 0, 0 },
446 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 311, 96, 151, 0 },
447 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 318, 579, 600, 0 },
448 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 335, 572, 595, 0 },
449 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
450};
452 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x25C, 0xA8, 0x1B4, 5, 0, 0, 0 },
453 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x25A, 0x298, 0x104, 7, 0, 0, 0 },
454 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0xFD, 0xD0, 0, 0, 0, 0 },
455 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0xEC, 0x118, 0, 0, 0, 0 },
456 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 8, 0x133, 0xC8, 0, 0, 0, 0 },
457 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 8, 0x142, 0x150, 0, 0, 0, 0 },
458 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x192, 0x148, 0, 0, 0, 0 },
459 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x1A2, 0x190, 0, 0, 0, 0 },
460 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x1C2, 0x1A0, 0, 0, 0, 0 },
461 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x1D2, 0x1E8, 0, 0, 0, 0 },
462 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x25C, 0x160, 0, 0, 0, 0 },
463 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x24C, 0x1A8, 0, 0, 0, 0 },
464 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x1AC, 0x228, 0, 0, 0, 0 },
465 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x19C, 0x270, 0, 0, 0, 0 },
466 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 5, 0, 0, 0, 0, 0, 0 },
467 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 9, 0, 0, 0, 0, 0, 0 },
468 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
469};
470void (*stageFuncs[])(void) = {
472};
474 { 1458, script1458, EVENT_TEXT(0x1E), NULL, endEvent1458 },
475 { -1, NULL, 0, NULL, NULL },
476};
#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
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 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_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 FIELD_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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 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 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 SLOT_DROP
Definition field_map.h:258
#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 CARD(id)
a card: the player has one, or gets or loses one
Definition game_state.h:82
#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_MIRAGE_HALL
BGM_0020: the Mirage Hall and Mirage Room.
Definition sound.h:96
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
Definition sound.h:105
#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,...
@ STORY_BYAKKO_BADGE
WSTAG655 (Mirage Room), event 431: HiAndromon guards the way to Numemon (the Byakko Badge)
Definition story.h:76
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_NUMEMON_FOUND
WSTAG685 (Underground Cave, Byakko City), event 413: the rock blocking the hole is Numemon.
Definition story.h:73
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ STORY_LISA_SAVED
WSTAG605 (Operation Room), event 511: the player saves Lisa from WaruMonzaemon (the Rusty Rifle)
Definition story.h:79
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
@ STORY_DE_SINCERITY
WSTAG460 (Reliability Spot), event 370: the Qing Long Chief, asked for the Digi-Egg of Knowledge,...
Definition story.h:70
#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_GENJI_BEATEN_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_GENJI_BEATEN to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1A])
Definition story.h:1941
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])
Definition story.h:1875
#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 SPECIAL_STORY_GENJI_BEATEN_TO_GAME_MASTER_CAUGHT
GAME.progress is from STORY_GENJI_BEATEN to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[1])
Definition story.h:1866
#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_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 FLAG_NAKANO_FOUGHT
wstag650 (Mirage Hall): Tamer Nakano says "Oh - your Digimon look interesting.
Definition story.h:865
#define SPECIAL_STORY_GENJI_BEATEN_TO_MOVIE_BATTLES
GAME.progress is from STORY_GENJI_BEATEN to 0x2C (PROGRESS_RANGES[2]); nothing sets 0x2C,...
Definition story.h:1869
#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
#define SPECIAL_STORY_SINCE_GENJI_BEATEN
GAME.progress is STORY_GENJI_BEATEN or later (PROGRESS_RANGES[6], to 0x63)
Definition story.h:1881
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 actor0Talk0Actions[]
Definition wstag650.c:158
AreaBattle area2Battle7
Definition wstag650.c:121
FieldActorEntry actor0
Definition wstag650.c:384
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag650.c:470
FieldActorEntry actor6
Definition wstag650.c:390
u16 actor11Conditions[]
Definition wstag650.c:333
FieldTalk actor2Talks[]
Definition wstag650.c:233
AreaBattle area2Battle6
Definition wstag650.c:120
u16 actor17Talk3Actions[]
Definition wstag650.c:197
u16 actor10Conditions[]
Definition wstag650.c:332
u16 actor18Conditions[]
Definition wstag650.c:370
u16 actor13Talk2Conditions[]
Definition wstag650.c:164
FieldActorEntry actor17
Definition wstag650.c:401
u16 actor20Talk1Conditions[]
Definition wstag650.c:222
u16 actor18Talk2Actions[]
Definition wstag650.c:207
FieldTalk actor14Talks[]
Definition wstag650.c:283
FieldActorEntry actor18
Definition wstag650.c:402
FieldTalk actor5Talks[]
Definition wstag650.c:245
AreaBattle area1Battle6
Definition wstag650.c:107
u16 actor16Talk2Conditions[]
Definition wstag650.c:179
FieldActorEntry actor5
Definition wstag650.c:389
void endEvent1458(void)
After event 1458, with Guardromon: applies 0x7C15, an action that does nothing (applyAction's mode ch...
Definition wstag650.c:15
AreaBattle area0Battle7
Definition wstag650.c:95
FieldActorEntry actor2
Definition wstag650.c:386
u16 actor18Talk1Actions[]
Definition wstag650.c:200
AreaBattle area3Battle4
Definition wstag650.c:131
AreaBattle area3Battle3
Definition wstag650.c:130
AreaBattle area0Battle1
Definition wstag650.c:89
u16 actor15Talk2Conditions[]
Definition wstag650.c:174
FieldActorEntry actor19
Definition wstag650.c:403
AreaBattle area2Battle0
Definition wstag650.c:114
u16 actor9Conditions[]
Definition wstag650.c:331
FieldActorEntry * stageActors[]
Definition wstag650.c:405
AreaBattle area1Battle2
Definition wstag650.c:103
u16 actor17Talk2Conditions[]
Definition wstag650.c:185
AreaBattle area3Battle0
Definition wstag650.c:127
u16 actor17Talk1Conditions[]
Definition wstag650.c:183
s16 script1458[]
Definition wstag650.c:60
AreaBattle area0Battle6
Definition wstag650.c:94
u16 actor18Talk1Conditions[]
Definition wstag650.c:199
u16 actor16Talk0Actions[]
Definition wstag650.c:177
FieldTalk actor1Talks[]
Definition wstag650.c:229
u16 actor13Conditions[]
Definition wstag650.c:335
AreaBattle area3Battle2
Definition wstag650.c:129
u16 actor17Talk0Conditions[]
Definition wstag650.c:181
u16 actor13Talk0Conditions[]
Definition wstag650.c:161
u16 actor14Talk1Actions[]
Definition wstag650.c:168
FieldTalk actor0Talks[]
Definition wstag650.c:225
AreaBattle area3Battle1
Definition wstag650.c:128
AreaBattle area0Battle3
Definition wstag650.c:91
FieldTalk actor20Talks[]
Definition wstag650.c:319
FieldActorEntry actor10
Definition wstag650.c:394
u16 actor20Talk2Actions[]
Definition wstag650.c:224
u16 actor2Talk0Actions[]
Definition wstag650.c:160
u16 actor19Conditions[]
Definition wstag650.c:377
FieldTalk actor4Talks[]
Definition wstag650.c:241
u16 actor4Conditions[]
Definition wstag650.c:326
FieldActorEntry actor4
Definition wstag650.c:388
u16 actor3Conditions[]
Definition wstag650.c:325
AreaBattle area3Battle6
Definition wstag650.c:133
FieldTalk actor17Talks[]
Definition wstag650.c:301
FieldTalk actor11Talks[]
Definition wstag650.c:269
FieldActorEntry actor8
Definition wstag650.c:392
u16 actor15Talk1Conditions[]
Definition wstag650.c:173
ActorImage stageImages[]
Definition wstag650.c:143
u16 actor14Talk1Conditions[]
Definition wstag650.c:167
FieldTalk actor6Talks[]
Definition wstag650.c:249
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0020; BGM_0029 instead at story s...
Definition wstag650.c:32
u16 actor20Talk2Conditions[]
Definition wstag650.c:223
u16 actor13Talk0Actions[]
Definition wstag650.c:162
FieldTalk actor19Talks[]
Definition wstag650.c:315
AreaBattle area2Battle4
Definition wstag650.c:118
u16 actor17Talk3Conditions[]
Definition wstag650.c:191
u16 actor16Conditions[]
Definition wstag650.c:356
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag650.c:429
u16 actor16Talk1Conditions[]
Definition wstag650.c:178
FieldActorEntry actor9
Definition wstag650.c:393
u16 actor8Conditions[]
Definition wstag650.c:330
FieldActorEntry actor20
Definition wstag650.c:404
u16 actor5Conditions[]
Definition wstag650.c:327
FieldTalk actor10Talks[]
Definition wstag650.c:265
FieldTalk actor3Talks[]
Definition wstag650.c:237
FieldTalk actor9Talks[]
Definition wstag650.c:261
u16 actor15Talk2Actions[]
Definition wstag650.c:175
BattleList area3Battles
Definition wstag650.c:135
AreaBattle area3Battle5
Definition wstag650.c:132
AreaBattle area0Battle5
Definition wstag650.c:93
BattleList area1Battles
Definition wstag650.c:109
FieldTalk actor15Talks[]
Definition wstag650.c:289
BattleList area2Battles
Definition wstag650.c:122
FieldActorEntry actor15
Definition wstag650.c:399
FieldActorEntry actor12
Definition wstag650.c:396
FieldActorEntry actor16
Definition wstag650.c:400
u16 actor15Conditions[]
Definition wstag650.c:349
AreaBattle area1Battle4
Definition wstag650.c:105
u16 actor6Conditions[]
Definition wstag650.c:328
AreaBattle area2Battle2
Definition wstag650.c:116
AreaBattle area1Battle5
Definition wstag650.c:106
u16 actor14Conditions[]
Definition wstag650.c:342
u16 actor18Talk3Conditions[]
Definition wstag650.c:214
FieldActorEntry actor7
Definition wstag650.c:391
u16 actor17Talk1Actions[]
Definition wstag650.c:184
StageSlot stageSlots[]
Definition wstag650.c:451
AreaBattle area2Battle1
Definition wstag650.c:115
u16 actor1Talk0Actions[]
Definition wstag650.c:159
FieldActorEntry actor13
Definition wstag650.c:397
AreaBattle area1Battle3
Definition wstag650.c:104
u16 actor16Talk2Actions[]
Definition wstag650.c:180
AreaBattle area1Battle0
Definition wstag650.c:101
u16 actor14Talk2Actions[]
Definition wstag650.c:170
FieldActorEntry actor11
Definition wstag650.c:395
u16 actor16Talk0Conditions[]
Definition wstag650.c:176
FieldActorEntry actor1
Definition wstag650.c:385
u16 actor17Talk0Actions[]
Definition wstag650.c:182
u16 actor18Talk3Actions[]
Definition wstag650.c:220
AreaBattle area0Battle0
Definition wstag650.c:88
AreaBattle area0Battle2
Definition wstag650.c:90
FieldTalk actor13Talks[]
Definition wstag650.c:277
#define STAGE_FILE
Definition wstag650.c:26
AreaBattle area2Battle5
Definition wstag650.c:119
u16 actor18Talk2Conditions[]
Definition wstag650.c:201
AreaBattle area1Battle1
Definition wstag650.c:102
u16 actor7Conditions[]
Definition wstag650.c:329
AreaBattle area2Battle3
Definition wstag650.c:117
u16 actor13Talk1Conditions[]
Definition wstag650.c:163
FieldTalk actor18Talks[]
Definition wstag650.c:308
u16 actor20Talk0Conditions[]
Definition wstag650.c:221
FieldTalk actor7Talks[]
Definition wstag650.c:253
u16 actor20Conditions[]
Definition wstag650.c:383
u16 actor14Talk2Conditions[]
Definition wstag650.c:169
AreaBattle area0Battle4
Definition wstag650.c:92
u16 actor15Talk0Conditions[]
Definition wstag650.c:171
#define STAGE_TEXT
Definition wstag650.c:24
FieldTalk actor8Talks[]
Definition wstag650.c:257
u16 actor15Talk0Actions[]
Definition wstag650.c:172
u16 actor18Talk0Conditions[]
Definition wstag650.c:198
FieldTalk actor12Talks[]
Definition wstag650.c:273
AreaBattle area3Battle7
Definition wstag650.c:134
BattleList area0Battles
Definition wstag650.c:96
AreaBattle area1Battle7
Definition wstag650.c:108
FieldTalk actor16Talks[]
Definition wstag650.c:295
u16 actor17Conditions[]
Definition wstag650.c:363
FieldActorEntry actor3
Definition wstag650.c:387
FieldBattles stageBattles[]
Definition wstag650.c:140
u16 actor13Talk2Actions[]
Definition wstag650.c:165
FieldActorEntry actor14
Definition wstag650.c:398
FieldEvent stageEvents[]
Definition wstag650.c:473
u16 actor12Conditions[]
Definition wstag650.c:334
u16 actor14Talk0Conditions[]
Definition wstag650.c:166