10 switch (task->
state) {
25#define STAGE_CHILDREN_SIZE 4
46#if VERSION_US || VERSION_JP
47#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
48#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
49#define STAGE_FILE 0x487
51#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
52#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
53#define STAGE_FILE 0x497
240 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
241 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
242 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
243 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
244 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
245 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
246 { 0x140, 0x100, 0x16C, 0x100, 0xB0, 0, 0x150, 0x1FF },
291 { 1, 0, 0xFF, 6, 0x32, 2, 0, 2, 0xC, 0, 318, 266, 0, 0 },
292 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
295 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x25B, 0x126, 0x96, 1, 0, 0, 0 },
296 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 6, 0xEE, 0x138, 0, 0, 0, 0 },
297 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 6, 0xDC, 0x1A0, 0, 0, 0, 0 },
298 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
GameState GAME
The save data, the game mode and the methods.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
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.
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
#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...
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
#define FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
#define SCRIPT_WAIT_BOX
until box 0 closes
#define SLOT_EXIT
The kinds of StageSlot (type).
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
#define SCRIPT_WAIT(frames)
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
#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...
FieldState FIELDSTG_state
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
#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 MUSIC_MIRAGE_HALL
BGM_0020: the Mirage Hall and Mirage Room.
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
#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)
#define MUSIC_BOSS_1
BOSS_001: the Digimon Arena's, the cities', the dungeons' and the A.o.A's boss battles.
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)
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
@ STORY_NUMEMON_FOUND
WSTAG685 (Underground Cave, Byakko City), event 413: the rock blocking the hole is Numemon.
@ STORY_LISA_SAVED
WSTAG605 (Operation Room), event 511: the player saves Lisa from WaruMonzaemon (the Rusty Rifle)
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
@ STORY_DE_SINCERITY
WSTAG460 (Reliability Spot), event 370: the Qing Long Chief, asked for the Digi-Egg of Knowledge,...
#define FLAG_BYAKKO_LEADER_APOLOGY_SEEN
wstag655 event 430: Byakko Leader apologizes for mistaking the player for the A.o....
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM
GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x10])
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 ...
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
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
FieldEvent * events
up to the first id -1
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,...
void(* applyAction)(s32 code, s32 value)
s32(* checkCondition)(u16 code, u16 value)
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
The task a stage starts (startStage), updated by its updateStage.
void(* nextState)(struct StageTask *task)
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 actor3Talk0Conditions[]
void endEvent431(void)
After event 431, with Byakko Leader: moves the story on to STORY_BYAKKO_BADGE and gives the player th...
FieldActorEntry * stageActors[]
u16 actor3Talk1Conditions[]
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0020; BGM_0029 instead at story s...
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
void endEvent430(void)
After event 430, with Byakko Leader: lets event 431 start and starts the stage's event battle 0.
FieldBattles stageBattles[]