Digimon World 3 decomp
The European version, SLES_039.36
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wstag690.c
Go to the documentation of this file.
1/*
2 * WSTAG690: Boot Mountain, North Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
13#define STAGE_FILE 0x631
14#elif VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
16#define STAGE_FILE 0x641
17#endif
18/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0021 */
38
52AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
95 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
96 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
97 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
98 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
99 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
100 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
101 { 0x140, 0x100, 0x176, 0x148, 0xD8, 0x48, 0x160, 0x1FE },
102 { 0x140, 0x100, 0x176, 0x100, 0xD8, 0, 0x170, 0x1FE },
103 { 0x140, 0x100, 0x176, 0x168, 0xD8, 0x68, 0x160, 0x1FD },
104 { 0x140, 0x100, 0x176, 0x128, 0xD8, 0x28, 0x170, 0x1FD },
105};
115u16 actor1Talk2Conditions[] = { PARTY_STAT(6), 1, ITEM(0, 0x14), 0, FLAG(0, 0), 1, CODES_END };
118 PARTY_STAT(6), 1,
119 ITEM(0, 0x14), 1,
120 PARTY_STAT(8), 0,
121 FLAG(0, 0), 1,
122 CODES_END,
123};
125 PARTY_STAT(6), 1,
126 ITEM(0, 0x14), 1,
127 PARTY_STAT(8), 1,
129 FLAG(0, 0), 1,
130 CODES_END,
131};
135 PARTY_STAT(0xA), 0,
136 PARTY_STAT(6), 1,
137 ITEM(0, 0x14), 1,
138 PARTY_STAT(8), 1,
139 FLAG(0, 0), 1,
140 CODES_END,
141};
143 PARTY_STAT(6), 1,
144 ITEM(0, 0x14), 1,
145 PARTY_STAT(8), 1,
147 PARTY_STAT(0xA), 1,
148 FLAG(0, 0), 1,
149 CODES_END,
150};
155u16 actor3Talk2Conditions[] = { PARTY_STAT(6), 1, FLAG(0, 0), 1, ITEM(0, 0x14), 0, CODES_END };
158 FLAG(0, 0), 1,
159 PARTY_STAT(8), 0,
160 ITEM(0, 0x14), 1,
161 PARTY_STAT(6), 1,
162 CODES_END,
163};
165 PARTY_STAT(6), 1,
167 FLAG(0, 0), 1,
168 ITEM(0, 0x14), 1,
169 PARTY_STAT(8), 1,
170 CODES_END,
171};
174 FLAG(0, 0), 1,
175 ITEM(0, 0x14), 1,
176 PARTY_STAT(8), 1,
177 PARTY_STAT(6), 1,
179 PARTY_STAT(0xA), 0,
180 CODES_END,
181};
183 PARTY_STAT(6), 1,
185 PARTY_STAT(0xA), 1,
186 FLAG(0, 0), 1,
187 ITEM(0, 0x14), 1,
188 PARTY_STAT(8), 1,
189 CODES_END,
190};
205u16 actor6Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(6), 1, ITEM(0, 0x14), 0, CODES_END };
208 FLAG(0, 0), 1,
209 PARTY_STAT(6), 1,
210 ITEM(0, 0x14), 1,
211 PARTY_STAT(8), 0,
212 CODES_END,
213};
215 FLAG(0, 0), 1,
216 PARTY_STAT(6), 1,
217 ITEM(0, 0x14), 1,
218 PARTY_STAT(8), 1,
220 CODES_END,
221};
224 FLAG(0, 0), 1,
225 PARTY_STAT(6), 1,
226 ITEM(0, 0x14), 1,
227 PARTY_STAT(8), 1,
229 PARTY_STAT(0xA), 0,
230 CODES_END,
231};
233 FLAG(0, 0), 1,
234 PARTY_STAT(6), 1,
235 ITEM(0, 0x14), 1,
236 PARTY_STAT(8), 1,
238 PARTY_STAT(0xA), 1,
239 CODES_END,
240};
243 { NULL, actor0Talk0Actions, 0x265 },
244 { NULL, NULL, 0 },
245};
257 { NULL, NULL, 0x294 },
258 { NULL, NULL, 0 },
259};
277 { NULL, actor5Talk0Actions, 0x16D },
278 { NULL, NULL, 0 },
279};
325 &actor0,
326 &actor1,
327 &actor2,
328 &actor3,
329 &actor4,
330 &actor5,
331 &actor6,
332 NULL,
333};
335 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 323, 826, 0, 0 },
336 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 690, 795, 0, 0 },
337 { 1, 0, 0x40, 2, 0, 1, 0, 5, 4, 0, 455, 285, 0, 0 },
338 { 1, 0, 0x40, 2, 0, 1, 0, 5, 4, 0, 749, 532, 0, 0 },
339 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 6, 0, 210, 424, 0, 0 },
340 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 6, 0, 277, 230, 0, 0 },
341 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 6, 0, 788, 245, 0, 0 },
342 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 6, 0, 960, 401, 0, 0 },
343 { 1, 0, 0x40, 6, 0x37, 1, 0x37, 0x3C, 6, 0, 850, 660, 0, 0 },
344 { 1, 0, 0x40, 6, 0x37, 1, 0x37, 0x3C, 6, 0, 939, 699, 0, 0 },
345 { 1, 0, 0x40, 6, 0x37, 1, 0x37, 0x3C, 6, 0, 950, 624, 0, 0 },
346 { 1, 0, 0x40, 6, 0x37, 1, 0x37, 0x3C, 6, 0, 997, 651, 0, 0 },
347 { 1, 0, 0x40, 6, 0x3D, 2, 0, 3, 8, 0, 893, 649, 0, 0 },
348 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 130, 97, 896, 0 },
349 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 434, 412, 896, 0 },
350 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 480, 645, 896, 0 },
351 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 611, 294, 896, 0 },
352 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 628, 630, 896, 0 },
353 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 893, 695, 896, 0 },
354 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 1101, 650, 896, 0 },
355 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 1232, -8, 896, 0 },
356 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 224, 527, 527, 0 },
357 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 512, 703, 703, 0 },
358 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 816, 375, 375, 0 },
359 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 991, 207, 207, 0 },
360 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1088, 207, 207, 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, 0x265, 0x4F0, 0x2B8, 3, 0, 0, 0 },
365 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x262, 0xA0, 0x1D0, 7, 0, 0, 0 },
366 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x262, 0xA0, 0x240, 7, 0, 0, 0 },
367 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x16, 2 },
368 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 2, 1 },
369 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E9, 0xB0, 0xF8, 7, 0, 5, 2 },
370 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0xC, 1 },
371 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x27F, 0x280, 0, 0, 0, 0 },
372 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x26E, 0x2E8, 0, 0, 0, 0 },
373 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x4C0, 0x1A0, 0, 0, 0, 0 },
374 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x4B0, 0x208, 0, 0, 0, 0 },
375 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 0, 0, 0, 0, 0, 0 },
376 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 0xA, 0, 0, 0, 0, 0, 0 },
377 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
378};
379void (*stageFuncs[])(void) = {
381};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define SLOT_CLIMB_UP
Definition field_map.h:256
#define SLOT_WARP1
a warp (FieldWarp at arg) with effect and cutscene 1
Definition field_map.h:263
#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 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 FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SLOT_DROP
Definition field_map.h:258
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#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(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_BOOT_MOUNTAIN
ENV_0021: Boot Mountain, and the Byakko Dome.
Definition sound.h:137
#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 FLAG_BOOT_MOUNTAIN_NEEDLE_GLOVE_FOUND
wstag690: chest that gives the Needle Glove, "I got" text; its conditions test it 0
Definition story.h:272
@ 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 SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#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 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 FLAG_HARUKA_FOUGHT
wstag690 (Boot Mountain): Tamer Haruka says "I can defeat your Digimon so easily!" and starts a Digim...
Definition story.h:868
#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_BOOT_MOUNTAIN_POWER_CHARGE_FOUND
wstag690: chest that gives the Power Charge, "I got" text; its conditions test it 0
Definition story.h:275
#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
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
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
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 wstag690.c:291
u16 actor0Talk0Actions[]
Definition wstag690.c:106
AreaBattle area2Battle7
Definition wstag690.c:72
FieldActorEntry actor0
Definition wstag690.c:317
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag690.c:379
FieldActorEntry actor6
Definition wstag690.c:323
FieldTalk actor2Talks[]
Definition wstag690.c:256
AreaBattle area2Battle6
Definition wstag690.c:71
u16 actor3Talk3Conditions[]
Definition wstag690.c:157
u16 actor4Talk1Actions[]
Definition wstag690.c:194
u16 actor4Talk2Actions[]
Definition wstag690.c:196
u16 actor3Talk4Conditions[]
Definition wstag690.c:164
FieldTalk actor5Talks[]
Definition wstag690.c:276
AreaBattle area1Battle6
Definition wstag690.c:58
u16 actor3Talk4Actions[]
Definition wstag690.c:172
u16 actor6Talk5Conditions[]
Definition wstag690.c:223
FieldActorEntry actor5
Definition wstag690.c:322
u16 actor1Talk2Actions[]
Definition wstag690.c:116
u16 actor1Talk1Conditions[]
Definition wstag690.c:114
AreaBattle area0Battle7
Definition wstag690.c:46
FieldActorEntry actor2
Definition wstag690.c:319
u16 actor6Talk4Actions[]
Definition wstag690.c:222
u16 actor6Talk1Conditions[]
Definition wstag690.c:204
u16 actor3Talk0Conditions[]
Definition wstag690.c:152
AreaBattle area3Battle4
Definition wstag690.c:82
AreaBattle area3Battle3
Definition wstag690.c:81
AreaBattle area0Battle1
Definition wstag690.c:40
AreaBattle area2Battle0
Definition wstag690.c:65
FieldActorEntry * stageActors[]
Definition wstag690.c:324
AreaBattle area1Battle2
Definition wstag690.c:54
u16 actor3Talk6Actions[]
Definition wstag690.c:191
AreaBattle area3Battle0
Definition wstag690.c:78
u16 actor4Talk1Conditions[]
Definition wstag690.c:193
u16 actor6Talk2Conditions[]
Definition wstag690.c:205
AreaBattle area0Battle6
Definition wstag690.c:45
FieldTalk actor1Talks[]
Definition wstag690.c:246
AreaBattle area3Battle2
Definition wstag690.c:80
u16 actor1Talk6Actions[]
Definition wstag690.c:151
u16 actor1Talk0Conditions[]
Definition wstag690.c:112
FieldTalk actor0Talks[]
Definition wstag690.c:242
u16 actor6Talk2Actions[]
Definition wstag690.c:206
AreaBattle area3Battle1
Definition wstag690.c:79
AreaBattle area0Battle3
Definition wstag690.c:42
u16 actor3Talk2Conditions[]
Definition wstag690.c:155
u16 actor3Talk1Conditions[]
Definition wstag690.c:154
FieldTalk actor4Talks[]
Definition wstag690.c:270
u16 actor4Conditions[]
Definition wstag690.c:309
FieldActorEntry actor4
Definition wstag690.c:321
u16 actor3Conditions[]
Definition wstag690.c:303
AreaBattle area3Battle6
Definition wstag690.c:84
ActorImage stageImages[]
Definition wstag690.c:94
FieldTalk actor6Talks[]
Definition wstag690.c:280
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0021.
Definition wstag690.c:19
u16 actor6Talk6Conditions[]
Definition wstag690.c:232
AreaBattle area2Battle4
Definition wstag690.c:69
u16 actor4Talk0Conditions[]
Definition wstag690.c:192
u16 actor3Talk6Conditions[]
Definition wstag690.c:182
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag690.c:334
u16 actor5Conditions[]
Definition wstag690.c:315
FieldTalk actor3Talks[]
Definition wstag690.c:260
BattleList area3Battles
Definition wstag690.c:86
u16 actor6Talk3Conditions[]
Definition wstag690.c:207
u16 actor3Talk2Actions[]
Definition wstag690.c:156
AreaBattle area3Battle5
Definition wstag690.c:83
AreaBattle area0Battle5
Definition wstag690.c:44
BattleList area1Battles
Definition wstag690.c:60
u16 actor5Talk0Actions[]
Definition wstag690.c:197
BattleList area2Battles
Definition wstag690.c:73
AreaBattle area1Battle4
Definition wstag690.c:56
u16 actor6Talk0Conditions[]
Definition wstag690.c:203
u16 actor3Talk5Conditions[]
Definition wstag690.c:173
u16 actor6Conditions[]
Definition wstag690.c:316
AreaBattle area2Battle2
Definition wstag690.c:67
AreaBattle area1Battle5
Definition wstag690.c:57
StageSlot stageSlots[]
Definition wstag690.c:363
AreaBattle area2Battle1
Definition wstag690.c:66
u16 actor1Talk0Actions[]
Definition wstag690.c:113
AreaBattle area1Battle3
Definition wstag690.c:55
u16 actor1Talk5Conditions[]
Definition wstag690.c:133
AreaBattle area1Battle0
Definition wstag690.c:52
u16 actor1Talk2Conditions[]
Definition wstag690.c:115
FieldActorEntry actor1
Definition wstag690.c:318
AreaBattle area0Battle0
Definition wstag690.c:39
AreaBattle area0Battle2
Definition wstag690.c:41
#define STAGE_FILE
Definition wstag690.c:16
AreaBattle area2Battle5
Definition wstag690.c:70
u16 actor6Talk6Actions[]
Definition wstag690.c:241
AreaBattle area1Battle1
Definition wstag690.c:53
AreaBattle area2Battle3
Definition wstag690.c:68
u16 actor2Conditions[]
Definition wstag690.c:297
AreaBattle area0Battle4
Definition wstag690.c:43
u16 actor1Talk4Actions[]
Definition wstag690.c:132
#define STAGE_TEXT
Definition wstag690.c:15
u16 actor3Talk0Actions[]
Definition wstag690.c:153
AreaBattle area3Battle7
Definition wstag690.c:85
u16 actor1Talk4Conditions[]
Definition wstag690.c:124
BattleList area0Battles
Definition wstag690.c:47
AreaBattle area1Battle7
Definition wstag690.c:59
u16 actor4Talk2Conditions[]
Definition wstag690.c:195
FieldActorEntry actor3
Definition wstag690.c:320
FieldBattles stageBattles[]
Definition wstag690.c:91
u16 actor1Talk6Conditions[]
Definition wstag690.c:142
u16 actor6Talk4Conditions[]
Definition wstag690.c:214
u16 actor1Talk3Conditions[]
Definition wstag690.c:117
u16 actor0Conditions[]
Definition wstag690.c:290