Digimon World 3 decomp
The European version, SLES_039.36
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wstag676.c File Reference

WSTAG676: Bai Hu Dome, Bai Hu City. More...

#include "common.h"
#include "field/stage.h"
#include "common/start_stage.inc.c"
Include dependency graph for wstag676.c:

Go to the source code of this file.

Macros

#define STAGE_CHILDREN_SIZE   4
 
#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_03)
 
#define EVENT_TEXT_FILE   (TEXT_EVENTS_600 - 1)
 
#define STAGE_FILE   0x662
 

Functions

void updateStage (StageTask *task, void **children)
 Creates the event object of story progress 0x22.
 
void endEvent900 (void)
 After event 900, with Bai Hu Chief: starts the stage's event battle 0 and keeps it from playing again.
 
void endEvent901 (void)
 After event 901, with the player: moves the story on to STORY_WHITE_ID_PASS and gives the player the White ID Pass.
 
void setupStage (void)
 Sets the stage up: its map, actors, battles and events, playing BGM_0021; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.
 

Variables

s16 script900 []
 
s16 script901 []
 
AreaBattle area0Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area0Battles
 
AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area1Battles
 
AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area2Battles
 
AreaBattle area3Battle0 = { 25, 18, (0x60000000 | ( 0x23 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle1 = { 307, 18, (0x60000000 | ( 0x23 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area3Battles
 
FieldBattles stageBattles []
 
ActorImage stageImages []
 
u16 actor3Talk0Conditions [] = { (( 0x40 ) << 8 | ( 0x5A )) , 0, 0xFFFF }
 
u16 actor3Talk1Conditions [] = { (( 0x40 ) << 8 | ( 0x5A )) , 1, 0xFFFF }
 
u16 actor4Talk0Conditions [] = { (( 0x40 ) << 8 | ( 0x5A )) , 0, 0xFFFF }
 
u16 actor4Talk1Conditions [] = { (( 0x40 ) << 8 | ( 0x5A )) , 1, 0xFFFF }
 
u16 actor5Talk0Conditions [] = { (( 0x40 ) << 8 | ( 0x5A )) , 0, 0xFFFF }
 
u16 actor5Talk1Conditions [] = { (( 0x40 ) << 8 | ( 0x5A )) , 1, 0xFFFF }
 
u16 actor6Talk0Conditions [] = { (( 0x40 ) << 8 | ( 0x5A )) , 0, 0xFFFF }
 
u16 actor6Talk1Conditions [] = { (( 0x40 ) << 8 | ( 0x5A )) , 1, 0xFFFF }
 
u16 actor9Talk0Conditions [] = { (0x8000 | ( 0 ) << 9 | ( 0x192 )), 0, 0xFFFF }
 
u16 actor9Talk1Conditions [] = { (0x8000 | ( 0 ) << 9 | ( 0x192 )), 1, 0xFFFF }
 
u16 actor9Talk1Actions [] = { 0x7A49, 1, 0xFFFF }
 
FieldTalk actor0Talks []
 
FieldTalk actor1Talks []
 
FieldTalk actor2Talks []
 
FieldTalk actor3Talks []
 
FieldTalk actor4Talks []
 
FieldTalk actor5Talks []
 
FieldTalk actor6Talks []
 
FieldTalk actor7Talks []
 
FieldTalk actor8Talks []
 
FieldTalk actor9Talks []
 
FieldTalk actor10Talks []
 
u16 actor0Conditions [] = { (0x6000 | ( STORY_MOVIE_BATTLES )) , 1, 0xFFFF }
 
u16 actor1Conditions [] = { (0x6000 | ( STORY_MOVIE_BATTLES )) , 1, 0xFFFF }
 
u16 actor2Conditions [] = { (0x6000 | ( STORY_MOVIE_BATTLES )) , 1, 0xFFFF }
 
u16 actor3Conditions [] = { (0x7000 | ( 0x19 )) , 1, 0xFFFF }
 
u16 actor4Conditions [] = { (0x7000 | ( 0x19 )) , 1, 0xFFFF }
 
u16 actor5Conditions [] = { (0x7000 | ( 0x19 )) , 1, 0xFFFF }
 
u16 actor6Conditions [] = { (0x7000 | ( 0x19 )) , 1, 0xFFFF }
 
u16 actor7Conditions [] = { (0x6000 | ( STORY_MOVIE_BATTLES )) , 1, 0xFFFF }
 
u16 actor8Conditions [] = { (0x6000 | ( STORY_MOVIE_BATTLES )) , 1, 0xFFFF }
 
u16 actor9Conditions [] = { (0x7000 | ( 0x94 )) , 1, 0xFFFF }
 
u16 actor10Conditions []
 
u16 actor11Conditions [] = { (0x6000 | ( STORY_WAY_TO_AMATERASU )) , 1, 0xFFFF }
 
FieldActorEntry actor0 = { actor0Conditions, actor0Talks, 0x25, 4, 345, 470, 3 }
 
FieldActorEntry actor1 = { actor1Conditions, actor1Talks, 0x26, 5, 296, 445, 7 }
 
FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0x27, 6, 297, 470, 5 }
 
FieldActorEntry actor3 = { actor3Conditions, actor3Talks, 0x46, 7, 345, 470, 3 }
 
FieldActorEntry actor4 = { actor4Conditions, actor4Talks, 0x47, 8, 296, 445, 7 }
 
FieldActorEntry actor5 = { actor5Conditions, actor5Talks, 0x48, 9, 297, 470, 5 }
 
FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x49, 0xA, 344, 446, 1 }
 
FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x6F, 0xB, 344, 446, 1 }
 
FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x91, 0xC, 320, 153, 7 }
 
FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0xCE, 0xD, 509, 563, 3 }
 
FieldActorEntry actor10 = { actor10Conditions, actor10Talks, 0xD2, 0xE, 320, 153, 7 }
 
FieldActorEntry actor11 = { actor11Conditions, ((void *)0) , 0x13C, 0xF, 0, 0, 1 }
 
FieldActorEntry * stageActors []
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
StageSlot stageSlots []
 
void(* stageFuncs [])(void)
 The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.
 
FieldEvent stageEvents []
 

Detailed Description

WSTAG676: Bai Hu Dome, Bai Hu City.

On the Amaterasu server; its Asuka server twin is WSTAG675.

Definition in file wstag676.c.

Macro Definition Documentation

◆ STAGE_CHILDREN_SIZE

#define STAGE_CHILDREN_SIZE   4

Definition at line 26 of file wstag676.c.

◆ STAGE_TEXT

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_03)

Definition at line 52 of file wstag676.c.

◆ EVENT_TEXT_FILE

#define EVENT_TEXT_FILE   (TEXT_EVENTS_600 - 1)

Definition at line 53 of file wstag676.c.

◆ STAGE_FILE

#define STAGE_FILE   0x662

Definition at line 54 of file wstag676.c.

Function Documentation

◆ updateStage()

void updateStage ( StageTask *  task,
void **  children 
)

Creates the event object of story progress 0x22.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 10 of file wstag676.c.

Here is the call graph for this function:

◆ endEvent900()

void endEvent900 ( void  )

After event 900, with Bai Hu Chief: starts the stage's event battle 0 and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< action: FIELDSTG_battleFuncs.startEventBattle

Definition at line 33 of file wstag676.c.

◆ endEvent901()

void endEvent901 ( void  )

After event 901, with the player: moves the story on to STORY_WHITE_ID_PASS and gives the player the White ID Pass.

Definition at line 42 of file wstag676.c.

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors, battles and events, playing BGM_0021; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

< BGM_0021: Byakko City and the Bai Hu Dome

< BGM_0021: Byakko City and the Bai Hu Dome

< a cell's value: a direction (3 bits) and a StageSlot (5)

< 0x1A 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

Definition at line 60 of file wstag676.c.

Variable Documentation

◆ script900

s16 script900[]

Definition at line 84 of file wstag676.c.

◆ script901

s16 script901[]
Initial value:
= {
0x100, 2 , 0x160 , 0xA9 ,
0x101, 2 , 1 , 3 ,
0x100, 0x13C , 0x140 , 0x99 ,
0x101, 0x13C , 1 , 5 ,
0x300, 0x78 ,
0x200, 0 , 1 , 2 , 3 ,
0x301 ,
0x300, 0x1E ,
0x102, 2 , 0x148 , 0x9D , 3 ,
0x302, 2 ,
0x300, 0x1E ,
0x100, 0x13C , 0 , 0 ,
0x101, 0x13C , 1 , 5 ,
0x101, 0x32D , 0x34A , 2 ,
0x300, 0x1E ,
0x200, 0 , 2 , 2 , 3 ,
0x301 ,
0x300, 0x1E ,
0x102, 2 , 0x1A0 , 0xC9 , 7 ,
0x300, 0x1E ,
0x304, 0x2C6 , 0x46C , 0xAA , 1 ,
0 ,
}

Definition at line 119 of file wstag676.c.

◆ area0Battle0

AreaBattle area0Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 143 of file wstag676.c.

◆ area0Battle1

AreaBattle area0Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 144 of file wstag676.c.

◆ area0Battle2

AreaBattle area0Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 145 of file wstag676.c.

◆ area0Battle3

AreaBattle area0Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 146 of file wstag676.c.

◆ area0Battle4

AreaBattle area0Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 147 of file wstag676.c.

◆ area0Battle5

AreaBattle area0Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 148 of file wstag676.c.

◆ area0Battle6

AreaBattle area0Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 149 of file wstag676.c.

◆ area0Battle7

AreaBattle area0Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 150 of file wstag676.c.

◆ area0Battles

BattleList area0Battles
Initial value:
= {
0,
}
AreaBattle area0Battle7
Definition wstag676.c:150
AreaBattle area0Battle1
Definition wstag676.c:144
AreaBattle area0Battle6
Definition wstag676.c:149
AreaBattle area0Battle3
Definition wstag676.c:146
AreaBattle area0Battle5
Definition wstag676.c:148
AreaBattle area0Battle0
Definition wstag676.c:143
AreaBattle area0Battle2
Definition wstag676.c:145
AreaBattle area0Battle4
Definition wstag676.c:147

Definition at line 151 of file wstag676.c.

◆ area1Battle0

AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 156 of file wstag676.c.

◆ area1Battle1

AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 157 of file wstag676.c.

◆ area1Battle2

AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 158 of file wstag676.c.

◆ area1Battle3

AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 159 of file wstag676.c.

◆ area1Battle4

AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 160 of file wstag676.c.

◆ area1Battle5

AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 161 of file wstag676.c.

◆ area1Battle6

AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 162 of file wstag676.c.

◆ area1Battle7

AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 163 of file wstag676.c.

◆ area1Battles

BattleList area1Battles
Initial value:
= {
0,
}
AreaBattle area1Battle6
Definition wstag676.c:162
AreaBattle area1Battle2
Definition wstag676.c:158
AreaBattle area1Battle4
Definition wstag676.c:160
AreaBattle area1Battle5
Definition wstag676.c:161
AreaBattle area1Battle3
Definition wstag676.c:159
AreaBattle area1Battle0
Definition wstag676.c:156
AreaBattle area1Battle1
Definition wstag676.c:157
AreaBattle area1Battle7
Definition wstag676.c:163

Definition at line 164 of file wstag676.c.

◆ area2Battle0

AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 169 of file wstag676.c.

◆ area2Battle1

AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 170 of file wstag676.c.

◆ area2Battle2

AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 171 of file wstag676.c.

◆ area2Battle3

AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 172 of file wstag676.c.

◆ area2Battle4

AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 173 of file wstag676.c.

◆ area2Battle5

AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 174 of file wstag676.c.

◆ area2Battle6

AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 175 of file wstag676.c.

◆ area2Battle7

AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 176 of file wstag676.c.

◆ area2Battles

BattleList area2Battles
Initial value:
= {
0,
}
AreaBattle area2Battle7
Definition wstag676.c:176
AreaBattle area2Battle6
Definition wstag676.c:175
AreaBattle area2Battle0
Definition wstag676.c:169
AreaBattle area2Battle4
Definition wstag676.c:173
AreaBattle area2Battle2
Definition wstag676.c:171
AreaBattle area2Battle1
Definition wstag676.c:170
AreaBattle area2Battle5
Definition wstag676.c:174
AreaBattle area2Battle3
Definition wstag676.c:172

Definition at line 177 of file wstag676.c.

◆ area3Battle0

AreaBattle area3Battle0 = { 25, 18, (0x60000000 | ( 0x23 ) << 18 | ( 0 )) }

Definition at line 182 of file wstag676.c.

◆ area3Battle1

AreaBattle area3Battle1 = { 307, 18, (0x60000000 | ( 0x23 ) << 18 | ( 0 )) }

Definition at line 183 of file wstag676.c.

◆ area3Battle2

AreaBattle area3Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 184 of file wstag676.c.

◆ area3Battle3

AreaBattle area3Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 185 of file wstag676.c.

◆ area3Battle4

AreaBattle area3Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 186 of file wstag676.c.

◆ area3Battle5

AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 187 of file wstag676.c.

◆ area3Battle6

AreaBattle area3Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 188 of file wstag676.c.

◆ area3Battle7

AreaBattle area3Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 189 of file wstag676.c.

◆ area3Battles

BattleList area3Battles
Initial value:
= {
0,
}
AreaBattle area3Battle4
Definition wstag676.c:186
AreaBattle area3Battle3
Definition wstag676.c:185
AreaBattle area3Battle0
Definition wstag676.c:182
AreaBattle area3Battle2
Definition wstag676.c:184
AreaBattle area3Battle1
Definition wstag676.c:183
AreaBattle area3Battle6
Definition wstag676.c:188
AreaBattle area3Battle5
Definition wstag676.c:187
AreaBattle area3Battle7
Definition wstag676.c:189

Definition at line 190 of file wstag676.c.

◆ stageBattles

FieldBattles stageBattles[]
Initial value:
= {
}
BattleList area3Battles
Definition wstag676.c:190
BattleList area1Battles
Definition wstag676.c:164
BattleList area2Battles
Definition wstag676.c:177
BattleList area0Battles
Definition wstag676.c:151

Definition at line 195 of file wstag676.c.

Referenced by setupStage().

◆ stageImages

ActorImage stageImages[]
Initial value:
= {
{ 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
{ 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
{ 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
{ 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
{ 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
{ 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
{ 0x180, 0x100, 0x1B4, 0x128, 0x1D0, 0x28, 0x170, 0x1FE },
{ 0x180, 0x100, 0x19C, 0x128, 0x170, 0x28, 0x140, 0x1FD },
{ 0x180, 0x100, 0x1A4, 0x128, 0x190, 0x28, 0x150, 0x1FD },
{ 0x180, 0x100, 0x180, 0x150, 0x100, 0x50, 0x160, 0x1FD },
{ 0x180, 0x100, 0x188, 0x150, 0x120, 0x50, 0x170, 0x1FD },
{ 0x180, 0x100, 0x198, 0x158, 0x160, 0x58, 0x140, 0x1FC },
{ 0x180, 0x100, 0x194, 0x128, 0x150, 0x28, 0x150, 0x1FC },
{ 0x180, 0x100, 0x1AC, 0x128, 0x1B0, 0x28, 0x160, 0x1FC },
{ 0x180, 0x100, 0x190, 0x150, 0x140, 0x50, 0x170, 0x1FC },
{ 0x140, 0x100, 0x148, 0x186, 0x20, 0x86, 0x140, 0x1FB },
{ 0x140, 0x100, 0x152, 0x186, 0x48, 0x86, 0x150, 0x1FB },
{ 0x140, 0x100, 0x16C, 0x1E8, 0xB0, 0xE8, 0x160, 0x1FB },
}

Definition at line 198 of file wstag676.c.

Referenced by setupStage().

◆ actor3Talk0Conditions

u16 actor3Talk0Conditions[] = { (( 0x40 ) << 8 | ( 0x5A )) , 0, 0xFFFF }

Definition at line 218 of file wstag676.c.

◆ actor3Talk1Conditions

u16 actor3Talk1Conditions[] = { (( 0x40 ) << 8 | ( 0x5A )) , 1, 0xFFFF }

Definition at line 219 of file wstag676.c.

◆ actor4Talk0Conditions

u16 actor4Talk0Conditions[] = { (( 0x40 ) << 8 | ( 0x5A )) , 0, 0xFFFF }

Definition at line 220 of file wstag676.c.

◆ actor4Talk1Conditions

u16 actor4Talk1Conditions[] = { (( 0x40 ) << 8 | ( 0x5A )) , 1, 0xFFFF }

Definition at line 221 of file wstag676.c.

◆ actor5Talk0Conditions

u16 actor5Talk0Conditions[] = { (( 0x40 ) << 8 | ( 0x5A )) , 0, 0xFFFF }

Definition at line 222 of file wstag676.c.

◆ actor5Talk1Conditions

u16 actor5Talk1Conditions[] = { (( 0x40 ) << 8 | ( 0x5A )) , 1, 0xFFFF }

Definition at line 223 of file wstag676.c.

◆ actor6Talk0Conditions

u16 actor6Talk0Conditions[] = { (( 0x40 ) << 8 | ( 0x5A )) , 0, 0xFFFF }

Definition at line 224 of file wstag676.c.

◆ actor6Talk1Conditions

u16 actor6Talk1Conditions[] = { (( 0x40 ) << 8 | ( 0x5A )) , 1, 0xFFFF }

Definition at line 225 of file wstag676.c.

◆ actor9Talk0Conditions

u16 actor9Talk0Conditions[] = { (0x8000 | ( 0 ) << 9 | ( 0x192 )), 0, 0xFFFF }

Definition at line 226 of file wstag676.c.

◆ actor9Talk1Conditions

u16 actor9Talk1Conditions[] = { (0x8000 | ( 0 ) << 9 | ( 0x192 )), 1, 0xFFFF }

Definition at line 227 of file wstag676.c.

◆ actor9Talk1Actions

u16 actor9Talk1Actions[] = { 0x7A49, 1, 0xFFFF }

Definition at line 228 of file wstag676.c.

◆ actor0Talks

FieldTalk actor0Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x157 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 229 of file wstag676.c.

◆ actor1Talks

FieldTalk actor1Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x158 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 233 of file wstag676.c.

◆ actor2Talks

FieldTalk actor2Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x159 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 237 of file wstag676.c.

◆ actor3Talks

FieldTalk actor3Talks[]
Initial value:
= {
{ actor3Talk0Conditions, ((void *)0) , 0x1EE },
{ actor3Talk1Conditions, ((void *)0) , 0x1EF },
{ ((void *)0) , ((void *)0) , 0 },
}
u16 actor3Talk0Conditions[]
Definition wstag676.c:218
u16 actor3Talk1Conditions[]
Definition wstag676.c:219

Definition at line 241 of file wstag676.c.

◆ actor4Talks

FieldTalk actor4Talks[]
Initial value:
= {
{ actor4Talk0Conditions, ((void *)0) , 0x1F0 },
{ actor4Talk1Conditions, ((void *)0) , 0x1F1 },
{ ((void *)0) , ((void *)0) , 0 },
}
u16 actor4Talk1Conditions[]
Definition wstag676.c:221
u16 actor4Talk0Conditions[]
Definition wstag676.c:220

Definition at line 246 of file wstag676.c.

◆ actor5Talks

FieldTalk actor5Talks[]
Initial value:
= {
{ actor5Talk0Conditions, ((void *)0) , 0x1F2 },
{ actor5Talk1Conditions, ((void *)0) , 0x1F3 },
{ ((void *)0) , ((void *)0) , 0 },
}
u16 actor5Talk0Conditions[]
Definition wstag676.c:222
u16 actor5Talk1Conditions[]
Definition wstag676.c:223

Definition at line 251 of file wstag676.c.

◆ actor6Talks

FieldTalk actor6Talks[]
Initial value:
= {
{ actor6Talk0Conditions, ((void *)0) , 0x1F4 },
{ actor6Talk1Conditions, ((void *)0) , 0x1F5 },
{ ((void *)0) , ((void *)0) , 0 },
}
u16 actor6Talk1Conditions[]
Definition wstag676.c:225
u16 actor6Talk0Conditions[]
Definition wstag676.c:224

Definition at line 256 of file wstag676.c.

◆ actor7Talks

FieldTalk actor7Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x15A },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 261 of file wstag676.c.

◆ actor8Talks

FieldTalk actor8Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x156 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 265 of file wstag676.c.

◆ actor9Talks

FieldTalk actor9Talks[]
Initial value:
= {
{ actor9Talk0Conditions, ((void *)0) , 0x20D },
{ ((void *)0) , ((void *)0) , 0 },
}
u16 actor9Talk1Actions[]
Definition wstag676.c:228
u16 actor9Talk0Conditions[]
Definition wstag676.c:226
u16 actor9Talk1Conditions[]
Definition wstag676.c:227

Definition at line 269 of file wstag676.c.

◆ actor10Talks

FieldTalk actor10Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x155 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 274 of file wstag676.c.

◆ actor0Conditions

u16 actor0Conditions[] = { (0x6000 | ( STORY_MOVIE_BATTLES )) , 1, 0xFFFF }

Definition at line 278 of file wstag676.c.

◆ actor1Conditions

u16 actor1Conditions[] = { (0x6000 | ( STORY_MOVIE_BATTLES )) , 1, 0xFFFF }

Definition at line 279 of file wstag676.c.

◆ actor2Conditions

u16 actor2Conditions[] = { (0x6000 | ( STORY_MOVIE_BATTLES )) , 1, 0xFFFF }

Definition at line 280 of file wstag676.c.

◆ actor3Conditions

u16 actor3Conditions[] = { (0x7000 | ( 0x19 )) , 1, 0xFFFF }

Definition at line 281 of file wstag676.c.

◆ actor4Conditions

u16 actor4Conditions[] = { (0x7000 | ( 0x19 )) , 1, 0xFFFF }

Definition at line 282 of file wstag676.c.

◆ actor5Conditions

u16 actor5Conditions[] = { (0x7000 | ( 0x19 )) , 1, 0xFFFF }

Definition at line 283 of file wstag676.c.

◆ actor6Conditions

u16 actor6Conditions[] = { (0x7000 | ( 0x19 )) , 1, 0xFFFF }

Definition at line 284 of file wstag676.c.

◆ actor7Conditions

u16 actor7Conditions[] = { (0x6000 | ( STORY_MOVIE_BATTLES )) , 1, 0xFFFF }

Definition at line 285 of file wstag676.c.

◆ actor8Conditions

u16 actor8Conditions[] = { (0x6000 | ( STORY_MOVIE_BATTLES )) , 1, 0xFFFF }

Definition at line 286 of file wstag676.c.

◆ actor9Conditions

u16 actor9Conditions[] = { (0x7000 | ( 0x94 )) , 1, 0xFFFF }

Definition at line 287 of file wstag676.c.

◆ actor10Conditions

u16 actor10Conditions[]
Initial value:
= {
(( 0x40 ) << 8 | ( 0x5A )) , 0,
(0x6000 | ( STORY_WAY_TO_AMATERASU )) , 1,
0xFFFF ,
}
@ STORY_WAY_TO_AMATERASU
WSTAG305, events 893 and 895: the way into Amaterasu City, the A.o.A's headquarters,...
Definition story.h:126

Definition at line 288 of file wstag676.c.

◆ actor11Conditions

u16 actor11Conditions[] = { (0x6000 | ( STORY_WAY_TO_AMATERASU )) , 1, 0xFFFF }

Definition at line 293 of file wstag676.c.

◆ actor0

FieldActorEntry actor0 = { actor0Conditions, actor0Talks, 0x25, 4, 345, 470, 3 }

Definition at line 294 of file wstag676.c.

◆ actor1

FieldActorEntry actor1 = { actor1Conditions, actor1Talks, 0x26, 5, 296, 445, 7 }

Definition at line 295 of file wstag676.c.

◆ actor2

FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0x27, 6, 297, 470, 5 }

Definition at line 296 of file wstag676.c.

◆ actor3

FieldActorEntry actor3 = { actor3Conditions, actor3Talks, 0x46, 7, 345, 470, 3 }

Definition at line 297 of file wstag676.c.

◆ actor4

FieldActorEntry actor4 = { actor4Conditions, actor4Talks, 0x47, 8, 296, 445, 7 }

Definition at line 298 of file wstag676.c.

◆ actor5

FieldActorEntry actor5 = { actor5Conditions, actor5Talks, 0x48, 9, 297, 470, 5 }

Definition at line 299 of file wstag676.c.

◆ actor6

FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x49, 0xA, 344, 446, 1 }

Definition at line 300 of file wstag676.c.

◆ actor7

FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x6F, 0xB, 344, 446, 1 }

Definition at line 301 of file wstag676.c.

◆ actor8

FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x91, 0xC, 320, 153, 7 }

Definition at line 302 of file wstag676.c.

◆ actor9

FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0xCE, 0xD, 509, 563, 3 }

Definition at line 303 of file wstag676.c.

◆ actor10

FieldActorEntry actor10 = { actor10Conditions, actor10Talks, 0xD2, 0xE, 320, 153, 7 }

Definition at line 304 of file wstag676.c.

◆ actor11

FieldActorEntry actor11 = { actor11Conditions, ((void *)0) , 0x13C, 0xF, 0, 0, 1 }

Definition at line 305 of file wstag676.c.

◆ stageActors

FieldActorEntry* stageActors[]
Initial value:
= {
((void *)0) ,
}
FieldActorEntry actor0
Definition wstag676.c:294
FieldActorEntry actor6
Definition wstag676.c:300
FieldActorEntry actor5
Definition wstag676.c:299
FieldActorEntry actor2
Definition wstag676.c:296
FieldActorEntry actor10
Definition wstag676.c:304
FieldActorEntry actor4
Definition wstag676.c:298
FieldActorEntry actor8
Definition wstag676.c:302
FieldActorEntry actor9
Definition wstag676.c:303
FieldActorEntry actor7
Definition wstag676.c:301
FieldActorEntry actor11
Definition wstag676.c:305
FieldActorEntry actor1
Definition wstag676.c:295
FieldActorEntry actor3
Definition wstag676.c:297

Definition at line 306 of file wstag676.c.

Referenced by setupStage().

◆ stageObjects

StageTile stageObjects[]
Initial value:
= {
{ 1, 0, 0x50, 2, 0x2F, 0, 0, 0, 0, 0, 718, 505, 0, 0 },
{ 1, 0, 0x50, 2, 0x2F, 0, 0, 0, 0, 0, 815, 456, 0, 0 },
{ 1, 0, 0x40, 2, 0x30, 2, 0, 1, 0xA, 0, 625, 376, 0, 0 },
{ 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x35, 0xA, 0, 719, 451, 0, 0 },
{ 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x35, 0xA, 0, 815, 343, 0, 0 },
{ 1, 0, 0x40, 2, 0x3E, 1, 0x3E, 0x47, 6, 0, 637, 147, 0, 0 },
{ 1, 0, 0x40, 2, 0x48, 1, 0x48, 0x51, 6, 0, 769, 352, 0, 0 },
{ 1, 0, 0x50, 6, 0x2E, 0, 0, 0, 0, 0, 182, 516, 0, 0 },
{ 1, 0, 0x40, 6, 0x30, 2, 0, 1, 0xA, 0, 157, 372, 0, 0 },
{ 1, 0, 0x40, 6, 0x30, 2, 0, 1, 0xA, 0, 213, 344, 0, 0 },
{ 1, 0, 0x40, 6, 0x30, 2, 0, 1, 0xA, 0, 221, 194, 0, 0 },
{ 1, 0, 0x40, 6, 0x30, 2, 0, 1, 0xA, 0, 549, 105, 0, 0 },
{ 1, 0, 0x40, 6, 0x30, 2, 0, 1, 0xA, 0, 742, 201, 0, 0 },
{ 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x35, 0xA, 0, 182, 460, 0, 0 },
{ 1, 0, 0x40, 6, 0x36, 1, 0x36, 0x39, 8, 0, 91, 349, 0, 0 },
{ 1, 0, 0x40, 6, 0x52, 1, 0x52, 0x5B, 6, 0, 487, 434, 0, 0 },
{ 1, 0, 0x40, 6, 0x5C, 1, 0x5C, 0x5F, 0xA, 0, 661, 151, 0, 0 },
{ 1, 0, 0x40, 6, 0x5C, 1, 0x5C, 0x5F, 0xA, 0, 780, 357, 0, 0 },
{ 1, 0, 0x40, 6, 0x60, 1, 0x60, 0x63, 0xA, 0, 504, 449, 0, 0 },
{ 1, 0, 0x58, 4, 0, 0, 0, 0, 0, 0, 249, 99, 171, 0 },
{ 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 287, 425, 455, 0 },
{ 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 511, 525, 552, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
}

The tables and color setupStage gives FIELDSTG_state (FieldState)

Definition at line 321 of file wstag676.c.

Referenced by setupStage().

◆ stageSlots

StageSlot stageSlots[]
Initial value:
= {
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 4 , 5, 0, 0, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 1 , 0x2C6, 0x46C, 0xAA, 1, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 1 , 0x2C8, 0xA8, 0xA4, 5, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 3 , 4, 0x2C0, 0x100, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 2 , 4, 0x2B0, 0x148, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 3 , 4, 0x210, 0x118, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 2 , 4, 0x200, 0x160, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 3 , 4, 0x1C0, 0x180, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 2 , 4, 0x1B0, 0x1C8, 0, 0, 0, 0 },
{ { { (0x6000 | ( STORY_WAY_TO_AMATERASU )) , 1 }, { (( 0x40 ) << 8 | ( 0x5A )) , 0 } }, 8 , 0x384, 0, 0, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
}

Definition at line 346 of file wstag676.c.

Referenced by setupStage().

◆ stageFuncs

void(* stageFuncs[])(void) ( void  )
Initial value:
= {
}
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0021; BGM_0029 instead except at ...
Definition wstag676.c:60

The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.

Definition at line 359 of file wstag676.c.

◆ stageEvents

FieldEvent stageEvents[]
Initial value:
= {
{ 900, script900, ( ( 0x144 - 1) << 16 | ( 0x19 )), ((void *)0) , endEvent900 },
{ 901, script901, ( ( 0x144 - 1) << 16 | ( 0x1A )), ((void *)0) , endEvent901 },
{ -1, ((void *)0) , 0, ((void *)0) , ((void *)0) },
}
s16 script900[]
Definition wstag676.c:84
s16 script901[]
Definition wstag676.c:119
void endEvent900(void)
After event 900, with Bai Hu Chief: starts the stage's event battle 0 and keeps it from playing again...
Definition wstag676.c:33
void endEvent901(void)
After event 901, with the player: moves the story on to STORY_WHITE_ID_PASS and gives the player the ...
Definition wstag676.c:42

Definition at line 362 of file wstag676.c.

Referenced by setupStage().