Digimon World 3 decomp
The European version, SLES_039.36
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wstag691.c
Go to the documentation of this file.
1/*
2 * WSTAG691: Boot Mountain, North Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG690.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
14#define STAGE_FILE 0x620
15#define STAGE_ARCHIVE 0x618
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
18#define STAGE_FILE 0x630
19#define STAGE_ARCHIVE 0x628
20#endif
21/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0021 */
41
55AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
61AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
62AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
88AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
98 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
99 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
100 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
101 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
102 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
103 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
104 { 0x140, 0x100, 0x170, 0x175, 0xC0, 0x75, 0x160, 0x1FE },
105 { 0x140, 0x100, 0x174, 0x125, 0xD0, 0x25, 0x170, 0x1FE },
106 { 0x140, 0x100, 0x16A, 0x145, 0xA8, 0x45, 0x160, 0x1FD },
107 { 0x140, 0x100, 0x160, 0x14D, 0x80, 0x4D, 0x170, 0x1FD },
108 { 0x140, 0x100, 0x172, 0x14D, 0xC8, 0x4D, 0x160, 0x1FC },
109 { 0x140, 0x100, 0x168, 0x16D, 0xA0, 0x6D, 0x170, 0x1FC },
110 { 0x140, 0x100, 0x160, 0x175, 0x80, 0x75, 0x140, 0x1FB },
111};
125 PARTY_STAT(8), 0,
126 FLAG(0, 0), 1,
128 CODES_END,
129};
131 PARTY_STAT(0xA), 0,
132 PARTY_STAT(8), 1,
133 FLAG(0, 0), 1,
135 CODES_END,
136};
140 PARTY_STAT(0xA), 1,
141 PARTY_STAT(8), 1,
142 FLAG(0, 0), 1,
144 CODES_END,
145};
149 PARTY_STAT(0xA), 1,
150 PARTY_STAT(8), 1,
151 FLAG(0, 0), 1,
153 ITEM(0, 0x14), 0,
154 CODES_END,
155};
157 PARTY_STAT(0xB), 0,
158 ITEM(0, 0x14), 1,
160 PARTY_STAT(0xA), 1,
161 PARTY_STAT(8), 1,
162 FLAG(0, 0), 1,
164 CODES_END,
165};
167 PARTY_STAT(0xB), 1,
168 ITEM(0, 0x14), 1,
170 PARTY_STAT(0xA), 1,
171 PARTY_STAT(8), 1,
172 FLAG(0, 0), 1,
174 CODES_END,
175};
180u16 actor4Talk2Conditions[] = { FLAG(0, 1), 1, PARTY_STAT(0xB), 1, FLAG(0xE, 0x4F), 0, CODES_END };
181u16 actor4Talk2Actions[] = { FLAG(0xE, 0x4F), 1, EVENT_BATTLE(1), 1, CODES_END };
183 FLAG(0, 1), 1,
184 PARTY_STAT(0xB), 1,
185 FLAG(0xE, 0x4F), 1,
186 PARTY_STAT(0xD), 0,
187 CODES_END,
188};
190 FLAG(0, 1), 1,
191 PARTY_STAT(0xB), 1,
192 FLAG(0xE, 0x4F), 1,
193 PARTY_STAT(0xD), 1,
194 CODES_END,
195};
209 PARTY_STAT(8), 0,
210 FLAG(0, 1), 1,
212 CODES_END,
213};
215 PARTY_STAT(0xA), 0,
216 PARTY_STAT(8), 1,
217 FLAG(0, 1), 1,
219 CODES_END,
220};
223 FLAG(0xE, 0x2E), 0,
224 PARTY_STAT(0xA), 1,
225 PARTY_STAT(8), 1,
226 FLAG(0, 1), 1,
228 CODES_END,
229};
230u16 actor7Talk5Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x2E), 1, CODES_END };
232 ITEM(0, 0x14), 0,
233 FLAG(0xE, 0x2E), 1,
234 PARTY_STAT(0xA), 1,
235 PARTY_STAT(8), 1,
236 FLAG(0, 1), 1,
238 CODES_END,
239};
241 PARTY_STAT(0xB), 0,
242 ITEM(0, 0x14), 1,
243 FLAG(0xE, 0x2E), 1,
244 PARTY_STAT(0xA), 1,
245 PARTY_STAT(8), 1,
246 FLAG(0, 1), 1,
248 CODES_END,
249};
251 PARTY_STAT(0xB), 1,
252 ITEM(0, 0x14), 1,
253 FLAG(0xE, 0x2E), 1,
254 PARTY_STAT(0xA), 1,
255 PARTY_STAT(8), 1,
256 FLAG(0, 1), 1,
258 CODES_END,
259};
264u16 actor8Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(0xB), 1, FLAG(0xE, 0x4E), 0, CODES_END };
265u16 actor8Talk2Actions[] = { FLAG(0xE, 0x4E), 1, EVENT_BATTLE(0), 1, CODES_END };
267 PARTY_STAT(0xD), 0,
268 FLAG(0, 0), 1,
269 PARTY_STAT(0xB), 1,
270 FLAG(0xE, 0x4E), 1,
271 CODES_END,
272};
274 FLAG(0xE, 0x4E), 1,
275 PARTY_STAT(0xD), 1,
276 FLAG(0, 0), 1,
277 PARTY_STAT(0xB), 1,
278 CODES_END,
279};
287 { NULL, actor0Talk0Actions, 0x17D },
288 { NULL, NULL, 0 },
289};
291 { NULL, NULL, 0x222 },
292 { NULL, NULL, 0 },
293};
295 { NULL, NULL, 0x220 },
296 { NULL, NULL, 0 },
297};
325 { NULL, NULL, 0x24B },
326 { NULL, NULL, 0 },
327};
355 { NULL, NULL, 0x22B },
356 { NULL, NULL, 0 },
357};
359 { NULL, NULL, 0x223 },
360 { NULL, NULL, 0 },
361};
363 { NULL, NULL, 0x223 },
364 { NULL, NULL, 0 },
365};
367 { NULL, NULL, 0x221 },
368 { NULL, NULL, 0 },
369};
371 { NULL, NULL, 0x221 },
372 { NULL, NULL, 0 },
373};
437 &actor0,
438 &actor1,
439 &actor2,
440 &actor3,
441 &actor4,
442 &actor5,
443 &actor6,
444 &actor7,
445 &actor8,
446 &actor9,
447 &actor10,
448 &actor11,
449 &actor12,
450 &actor13,
451 &actor14,
452 NULL,
453};
455 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 323, 826, 0, 0 },
456 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 690, 795, 0, 0 },
457 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 450, 288, 0, 0 },
458 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 745, 533, 0, 0 },
459 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 6, 0, 210, 424, 0, 0 },
460 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 6, 0, 277, 230, 0, 0 },
461 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 6, 0, 788, 245, 0, 0 },
462 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 6, 0, 960, 401, 0, 0 },
463 { 1, 0, 0x40, 6, 0x37, 1, 0x37, 0x3C, 6, 0, 850, 660, 0, 0 },
464 { 1, 0, 0x40, 6, 0x37, 1, 0x37, 0x3C, 6, 0, 939, 699, 0, 0 },
465 { 1, 0, 0x40, 6, 0x37, 1, 0x37, 0x3C, 6, 0, 950, 624, 0, 0 },
466 { 1, 0, 0x40, 6, 0x37, 1, 0x37, 0x3C, 6, 0, 997, 651, 0, 0 },
467 { 1, 0, 0x40, 6, 0x3D, 2, 0, 3, 8, 0, 893, 649, 0, 0 },
468 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 130, 97, 896, 0 },
469 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 434, 412, 896, 0 },
470 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 480, 645, 896, 0 },
471 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 513, 10, 896, 0 },
472 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 611, 294, 896, 0 },
473 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 628, 630, 896, 0 },
474 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 893, 695, 896, 0 },
475 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 1101, 650, 896, 0 },
476 { 1, 0, 0xC8, 4, 0x33, 1, 0x33, 0x36, 8, 0, 1232, -8, 896, 0 },
477 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 224, 527, 527, 0 },
478 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 512, 703, 703, 0 },
479 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 816, 375, 375, 0 },
480 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 991, 207, 207, 0 },
481 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 1088, 207, 207, 0 },
482 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
483};
485 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CD, 0x4F0, 0x2B8, 3, 0, 0, 0 },
486 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CA, 0xA0, 0x1D0, 7, 0, 0, 0 },
487 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CA, 0xA0, 0x240, 7, 0, 0, 0 },
488 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x17, 2 },
489 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 9, 1 },
490 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 5, 2 },
491 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0xD, 1 },
492 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x27F, 0x280, 0, 0, 0, 0 },
493 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x26E, 0x2E8, 0, 0, 0, 0 },
494 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x4C0, 0x1A0, 0, 0, 0, 0 },
495 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x4B0, 0x208, 0, 0, 0, 0 },
496 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 0, 0, 0, 0, 0, 0 },
497 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 0xA, 0, 0, 0, 0, 0, 0 },
498 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
499};
500void (*stageFuncs[])(void) = {
502};
#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_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
Definition story.h:1031
#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
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#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 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 FLAG_BOOT_MOUNTAIN_SUPER_CHARGE_FOUND
wstag691: chest that gives the Super Charge, "I got" text; its conditions test it 0
Definition story.h:403
#define FLAG_BOOT_MOUNTAIN_TROOPER_FOUGHT
wstag691 (Boot Mountain): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:941
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 wstag691.c:375
u16 actor0Talk0Actions[]
Definition wstag691.c:112
AreaBattle area2Battle7
Definition wstag691.c:75
FieldActorEntry actor0
Definition wstag691.c:421
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag691.c:500
FieldActorEntry actor6
Definition wstag691.c:427
u16 actor7Talk1Conditions[]
Definition wstag691.c:204
u16 actor9Talk1Actions[]
Definition wstag691.c:283
u16 actor8Talk4Actions[]
Definition wstag691.c:280
u16 actor11Conditions[]
Definition wstag691.c:409
u16 actor7Talk4Conditions[]
Definition wstag691.c:214
FieldTalk actor2Talks[]
Definition wstag691.c:294
AreaBattle area2Battle6
Definition wstag691.c:74
u16 actor8Talk1Conditions[]
Definition wstag691.c:263
u16 actor3Talk3Conditions[]
Definition wstag691.c:124
u16 actor5Talk2Actions[]
Definition wstag691.c:201
u16 actor4Talk3Conditions[]
Definition wstag691.c:182
u16 actor8Talk3Conditions[]
Definition wstag691.c:266
u16 actor10Conditions[]
Definition wstag691.c:404
u16 actor7Talk8Actions[]
Definition wstag691.c:260
u16 actor4Talk2Actions[]
Definition wstag691.c:181
u16 actor7Talk5Conditions[]
Definition wstag691.c:222
u16 actor7Talk2Conditions[]
Definition wstag691.c:206
u16 actor5Talk0Conditions[]
Definition wstag691.c:197
u16 actor3Talk4Conditions[]
Definition wstag691.c:130
FieldTalk actor14Talks[]
Definition wstag691.c:370
FieldTalk actor5Talks[]
Definition wstag691.c:318
AreaBattle area1Battle6
Definition wstag691.c:61
u16 actor3Talk4Actions[]
Definition wstag691.c:137
FieldActorEntry actor5
Definition wstag691.c:426
u16 actor4Talk4Conditions[]
Definition wstag691.c:189
u16 actor3Talk8Conditions[]
Definition wstag691.c:166
u16 actor7Talk4Actions[]
Definition wstag691.c:221
AreaBattle area0Battle7
Definition wstag691.c:49
FieldActorEntry actor2
Definition wstag691.c:423
u16 actor8Talk2Conditions[]
Definition wstag691.c:264
u16 actor9Talk0Conditions[]
Definition wstag691.c:281
u16 actor3Talk0Conditions[]
Definition wstag691.c:118
u16 actor9Talk2Actions[]
Definition wstag691.c:285
AreaBattle area3Battle4
Definition wstag691.c:85
AreaBattle area3Battle3
Definition wstag691.c:84
AreaBattle area0Battle1
Definition wstag691.c:43
AreaBattle area2Battle0
Definition wstag691.c:68
u16 actor9Conditions[]
Definition wstag691.c:403
u16 actor7Talk0Conditions[]
Definition wstag691.c:202
FieldActorEntry * stageActors[]
Definition wstag691.c:436
u16 actor7Talk0Actions[]
Definition wstag691.c:203
AreaBattle area1Battle2
Definition wstag691.c:57
AreaBattle area3Battle0
Definition wstag691.c:81
u16 actor7Talk6Conditions[]
Definition wstag691.c:231
u16 actor4Talk1Conditions[]
Definition wstag691.c:179
u16 actor7Talk8Conditions[]
Definition wstag691.c:250
u16 actor7Talk1Actions[]
Definition wstag691.c:205
AreaBattle area0Battle6
Definition wstag691.c:48
u16 actor4Talk4Actions[]
Definition wstag691.c:196
FieldTalk actor1Talks[]
Definition wstag691.c:290
u16 actor13Conditions[]
Definition wstag691.c:415
AreaBattle area3Battle2
Definition wstag691.c:83
FieldTalk actor0Talks[]
Definition wstag691.c:286
AreaBattle area3Battle1
Definition wstag691.c:82
#define STAGE_ARCHIVE
Definition wstag691.c:19
u16 actor3Talk8Actions[]
Definition wstag691.c:176
AreaBattle area0Battle3
Definition wstag691.c:45
u16 actor3Talk2Conditions[]
Definition wstag691.c:122
FieldActorEntry actor10
Definition wstag691.c:431
u16 actor3Talk1Conditions[]
Definition wstag691.c:120
FieldTalk actor4Talks[]
Definition wstag691.c:310
u16 actor4Conditions[]
Definition wstag691.c:390
FieldActorEntry actor4
Definition wstag691.c:425
u16 actor3Conditions[]
Definition wstag691.c:385
AreaBattle area3Battle6
Definition wstag691.c:87
FieldTalk actor11Talks[]
Definition wstag691.c:358
FieldActorEntry actor8
Definition wstag691.c:429
u16 actor7Talk7Conditions[]
Definition wstag691.c:240
ActorImage stageImages[]
Definition wstag691.c:97
FieldTalk actor6Talks[]
Definition wstag691.c:324
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0021.
Definition wstag691.c:22
AreaBattle area2Battle4
Definition wstag691.c:72
u16 actor4Talk0Conditions[]
Definition wstag691.c:177
u16 actor3Talk6Conditions[]
Definition wstag691.c:147
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag691.c:454
FieldActorEntry actor9
Definition wstag691.c:430
u16 actor8Conditions[]
Definition wstag691.c:402
u16 actor9Talk1Conditions[]
Definition wstag691.c:282
u16 actor5Conditions[]
Definition wstag691.c:391
FieldTalk actor10Talks[]
Definition wstag691.c:354
FieldTalk actor3Talks[]
Definition wstag691.c:298
u16 actor3Talk1Actions[]
Definition wstag691.c:121
FieldTalk actor9Talks[]
Definition wstag691.c:348
BattleList area3Battles
Definition wstag691.c:89
u16 actor8Talk2Actions[]
Definition wstag691.c:265
u16 actor3Talk2Actions[]
Definition wstag691.c:123
AreaBattle area3Battle5
Definition wstag691.c:86
AreaBattle area0Battle5
Definition wstag691.c:47
BattleList area1Battles
Definition wstag691.c:63
BattleList area2Battles
Definition wstag691.c:76
FieldActorEntry actor12
Definition wstag691.c:433
AreaBattle area1Battle4
Definition wstag691.c:59
u16 actor3Talk5Conditions[]
Definition wstag691.c:138
u16 actor6Conditions[]
Definition wstag691.c:392
AreaBattle area2Battle2
Definition wstag691.c:70
u16 actor7Talk5Actions[]
Definition wstag691.c:230
AreaBattle area1Battle5
Definition wstag691.c:60
u16 actor14Conditions[]
Definition wstag691.c:420
u16 actor3Talk5Actions[]
Definition wstag691.c:146
FieldActorEntry actor7
Definition wstag691.c:428
StageSlot stageSlots[]
Definition wstag691.c:484
AreaBattle area2Battle1
Definition wstag691.c:69
u16 actor5Talk1Conditions[]
Definition wstag691.c:198
FieldActorEntry actor13
Definition wstag691.c:434
u16 actor8Talk0Actions[]
Definition wstag691.c:262
u16 actor8Talk4Conditions[]
Definition wstag691.c:273
AreaBattle area1Battle3
Definition wstag691.c:58
AreaBattle area1Battle0
Definition wstag691.c:55
u16 actor5Talk2Conditions[]
Definition wstag691.c:200
FieldActorEntry actor11
Definition wstag691.c:432
FieldActorEntry actor1
Definition wstag691.c:422
AreaBattle area0Battle0
Definition wstag691.c:42
AreaBattle area0Battle2
Definition wstag691.c:44
FieldTalk actor13Talks[]
Definition wstag691.c:366
#define STAGE_FILE
Definition wstag691.c:18
AreaBattle area2Battle5
Definition wstag691.c:73
u16 actor4Talk0Actions[]
Definition wstag691.c:178
AreaBattle area1Battle1
Definition wstag691.c:56
u16 actor3Talk7Conditions[]
Definition wstag691.c:156
u16 actor7Conditions[]
Definition wstag691.c:397
AreaBattle area2Battle3
Definition wstag691.c:71
u16 actor2Conditions[]
Definition wstag691.c:380
u16 actor7Talk3Conditions[]
Definition wstag691.c:208
FieldTalk actor7Talks[]
Definition wstag691.c:328
u16 actor9Talk2Conditions[]
Definition wstag691.c:284
AreaBattle area0Battle4
Definition wstag691.c:46
#define STAGE_TEXT
Definition wstag691.c:17
u16 actor3Talk0Actions[]
Definition wstag691.c:119
FieldTalk actor8Talks[]
Definition wstag691.c:340
FieldTalk actor12Talks[]
Definition wstag691.c:362
u16 actor5Talk1Actions[]
Definition wstag691.c:199
AreaBattle area3Battle7
Definition wstag691.c:88
BattleList area0Battles
Definition wstag691.c:50
u16 actor8Talk0Conditions[]
Definition wstag691.c:261
AreaBattle area1Battle7
Definition wstag691.c:62
u16 actor4Talk2Conditions[]
Definition wstag691.c:180
FieldActorEntry actor3
Definition wstag691.c:424
FieldBattles stageBattles[]
Definition wstag691.c:94
FieldActorEntry actor14
Definition wstag691.c:435
u16 actor12Conditions[]
Definition wstag691.c:414
u16 actor0Conditions[]
Definition wstag691.c:374
u16 actor7Talk2Actions[]
Definition wstag691.c:207