Digimon World 3 decomp
The European version, SLES_039.36
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wstag696.c
Go to the documentation of this file.
1/*
2 * WSTAG696: Snow Mountain, North Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG695.
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 0x5F3
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x603
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0007 */
39
53AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
60AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
96 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
97 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
98 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
99 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
100 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
101 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
102 { 0x140, 0x100, 0x14C, 0x1C8, 0x30, 0xC8, 0x170, 0x1FE },
103 { 0x140, 0x100, 0x154, 0x1C8, 0x50, 0xC8, 0x170, 0x1FD },
104 { 0x180, 0x100, 0x180, 0x100, 0x100, 0, 0x170, 0x1FC },
105 { 0x180, 0x100, 0x188, 0x100, 0x120, 0, 0x160, 0x1FB },
106 { 0x180, 0x100, 0x190, 0x100, 0x140, 0, 0x170, 0x1FB },
107 { 0x180, 0x100, 0x198, 0x100, 0x160, 0, 0x160, 0x1FA },
108};
112u16 actor2Talk2Conditions[] = { FLAG(0, 1), 1, PARTY_STAT(0xB), 1, FLAG(0xE, 0x51), 0, CODES_END };
113u16 actor2Talk2Actions[] = { FLAG(0xE, 0x51), 1, EVENT_BATTLE(1), 1, CODES_END };
115 FLAG(0, 1), 1,
116 PARTY_STAT(0xB), 1,
117 FLAG(0xE, 0x51), 1,
118 PARTY_STAT(0xD), 0,
119 CODES_END,
120};
122 FLAG(0, 1), 1,
123 PARTY_STAT(0xB), 1,
124 FLAG(0xE, 0x51), 1,
125 PARTY_STAT(0xD), 1,
126 CODES_END,
127};
136 PARTY_STAT(8), 0,
137 FLAG(0, 0), 1,
139 CODES_END,
140};
142 PARTY_STAT(8), 1,
143 FLAG(0, 0), 1,
145 PARTY_STAT(0xA), 0,
146 CODES_END,
147};
151 PARTY_STAT(0xA), 1,
152 PARTY_STAT(8), 1,
153 FLAG(0, 0), 1,
155 CODES_END,
156};
159 ITEM(0, 0x14), 0,
161 PARTY_STAT(0xA), 1,
162 PARTY_STAT(8), 1,
163 FLAG(0, 0), 1,
165 CODES_END,
166};
169 PARTY_STAT(0xB), 0,
170 ITEM(0, 0x14), 1,
171 PARTY_STAT(0xA), 1,
172 PARTY_STAT(8), 1,
173 FLAG(0, 0), 1,
175 CODES_END,
176};
178 FLAG(0, 0), 1,
180 PARTY_STAT(0xA), 1,
181 PARTY_STAT(0xB), 1,
182 ITEM(0, 0x14), 1,
184 PARTY_STAT(8), 1,
185 CODES_END,
186};
196u16 actor6Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(0xB), 1, FLAG(0xE, 0x52), 0, CODES_END };
197u16 actor6Talk2Actions[] = { FLAG(0xE, 0x52), 1, EVENT_BATTLE(0), 1, CODES_END };
199 FLAG(0, 0), 1,
200 PARTY_STAT(0xB), 1,
201 FLAG(0xE, 0x52), 1,
202 PARTY_STAT(0xD), 0,
203 CODES_END,
204};
206 FLAG(0, 0), 1,
207 PARTY_STAT(0xB), 1,
208 FLAG(0xE, 0x52), 1,
209 PARTY_STAT(0xD), 1,
210 CODES_END,
211};
220 PARTY_STAT(8), 0,
221 FLAG(0, 1), 1,
223 CODES_END,
224};
226 PARTY_STAT(0xA), 0,
227 PARTY_STAT(8), 1,
228 FLAG(0, 1), 1,
230 CODES_END,
231};
234 FLAG(0xE, 0x30), 0,
235 PARTY_STAT(0xA), 1,
236 PARTY_STAT(8), 1,
237 FLAG(0, 1), 1,
239 CODES_END,
240};
241u16 actor7Talk5Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x30), 1, CODES_END };
243 ITEM(0, 0x14), 0,
244 FLAG(0xE, 0x30), 1,
245 PARTY_STAT(0xA), 1,
246 PARTY_STAT(8), 1,
247 FLAG(0, 1), 1,
249 CODES_END,
250};
252 PARTY_STAT(0xB), 0,
253 ITEM(0, 0x14), 1,
254 FLAG(0xE, 0x30), 1,
255 PARTY_STAT(0xA), 1,
256 PARTY_STAT(8), 1,
257 FLAG(0, 1), 1,
259 CODES_END,
260};
262 PARTY_STAT(0xB), 1,
263 ITEM(0, 0x14), 1,
264 FLAG(0xE, 0x30), 1,
265 PARTY_STAT(0xA), 1,
266 PARTY_STAT(8), 1,
267 FLAG(0, 1), 1,
269 CODES_END,
270};
278 { NULL, NULL, 0x264 },
279 { NULL, NULL, 0 },
280};
282 { NULL, NULL, 0x266 },
283 { NULL, NULL, 0 },
284};
312 { NULL, NULL, 0x24B },
313 { NULL, NULL, 0 },
314};
342 { NULL, NULL, 0x24B },
343 { NULL, NULL, 0 },
344};
346 { NULL, NULL, 0x267 },
347 { NULL, NULL, 0 },
348};
350 { NULL, NULL, 0x267 },
351 { NULL, NULL, 0 },
352};
354 { NULL, NULL, 0x265 },
355 { NULL, NULL, 0 },
356};
358 { NULL, NULL, 0x265 },
359 { NULL, NULL, 0 },
360};
422 &actor0,
423 &actor1,
424 &actor2,
425 &actor3,
426 &actor4,
427 &actor5,
428 &actor6,
429 &actor7,
430 &actor8,
431 &actor9,
432 &actor10,
433 &actor11,
434 &actor12,
435 &actor13,
436 NULL,
437};
439 { 1, 0, 0x40, 2, 0x32, 2, 0, 5, 6, 0, 472, 329, 0, 0 },
440 { 1, 0, 0xC8, 2, 0x34, 1, 0x34, 0x37, 8, 0, 542, 48, 0, 0 },
441 { 1, 0, 0x40, 2, 2, 0, 0, 0, 0, 0, 90, 310, 0, 0 },
442 { 1, 0, 0x40, 2, 2, 0, 0, 0, 0, 0, 584, 768, 0, 0 },
443 { 1, 0, 0x40, 2, 2, 0, 0, 0, 0, 0, 1032, 512, 0, 0 },
444 { 1, 0, 0x40, 6, 0x33, 2, 0, 0xD, 6, 0, 579, 336, 0, 0 },
445 { 1, 0x64, 0x40, 6, 1, 0, 0, 0, 0, 0, 546, 340, 0, 0 },
446 { 1, 0, 0x48, 4, 0, 0, 0, 0, 0, 0, 517, 329, 393, 0 },
447 { 1, 0, 0x53, 4, 8, 0, 0, 0, 0, 0, 448, 290, 368, 0 },
448 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 192, 783, 783, 0 },
449 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 400, 263, 263, 0 },
450 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 672, 175, 175, 0 },
451 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 720, 199, 199, 0 },
452 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
453};
455 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2C9, 0x500, 0x290, 3, 0, 0, 0 },
456 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2C9, 0x500, 0x300, 3, 0, 0, 0 },
457 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CC, 0x238, 0x444, 5, 0, 0, 0 },
458 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CB, 0x108, 0x12C, 3, 0x64, 0, 0 },
459 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x1CE, 0xAA, 0, 0, 0, 0 },
460 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x1BF, 0x112, 0, 0, 0, 0 },
461 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x3B0, 0x16A, 0, 0, 0, 0 },
462 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x3BF, 0x1D0, 0, 0, 0, 0 },
463 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0x380, 0x253, 0, 0, 0, 0 },
464 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x38F, 0x2EA, 0, 0, 0, 0 },
465 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x14, 1 },
466 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 7, 1 },
467 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 7, 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};
#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_TYRANNO_VALLEY
ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate.
Definition sound.h:123
#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,...
#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
#define FLAG_SNOW_MOUNTAIN_TROOPER_FOUGHT
wstag696 (Snow Mountain): a Trooper says "You're suspicious." and starts a battle; set with it
Definition story.h:944
@ 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
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 wstag696.c:366
AreaBattle area2Battle7
Definition wstag696.c:73
u16 actor6Talk0Actions[]
Definition wstag696.c:194
FieldActorEntry actor0
Definition wstag696.c:407
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag696.c:470
FieldActorEntry actor6
Definition wstag696.c:413
u16 actor7Talk1Conditions[]
Definition wstag696.c:215
u16 actor11Conditions[]
Definition wstag696.c:400
u16 actor7Talk4Conditions[]
Definition wstag696.c:225
FieldTalk actor2Talks[]
Definition wstag696.c:285
AreaBattle area2Battle6
Definition wstag696.c:72
u16 actor8Talk1Conditions[]
Definition wstag696.c:273
u16 actor3Talk3Conditions[]
Definition wstag696.c:135
u16 actor2Talk1Conditions[]
Definition wstag696.c:111
u16 actor4Talk1Actions[]
Definition wstag696.c:190
u16 actor10Conditions[]
Definition wstag696.c:395
u16 actor7Talk8Actions[]
Definition wstag696.c:271
u16 actor4Talk2Actions[]
Definition wstag696.c:192
u16 actor7Talk5Conditions[]
Definition wstag696.c:233
u16 actor7Talk2Conditions[]
Definition wstag696.c:217
u16 actor3Talk4Conditions[]
Definition wstag696.c:141
FieldTalk actor5Talks[]
Definition wstag696.c:311
AreaBattle area1Battle6
Definition wstag696.c:59
u16 actor3Talk4Actions[]
Definition wstag696.c:148
FieldActorEntry actor5
Definition wstag696.c:412
u16 actor3Talk8Conditions[]
Definition wstag696.c:177
u16 actor7Talk4Actions[]
Definition wstag696.c:232
AreaBattle area0Battle7
Definition wstag696.c:47
FieldActorEntry actor2
Definition wstag696.c:409
u16 actor6Talk4Actions[]
Definition wstag696.c:212
u16 actor8Talk2Conditions[]
Definition wstag696.c:275
u16 actor6Talk1Conditions[]
Definition wstag696.c:195
u16 actor3Talk0Conditions[]
Definition wstag696.c:129
AreaBattle area3Battle4
Definition wstag696.c:83
AreaBattle area3Battle3
Definition wstag696.c:82
AreaBattle area0Battle1
Definition wstag696.c:41
AreaBattle area2Battle0
Definition wstag696.c:66
u16 actor9Conditions[]
Definition wstag696.c:390
u16 actor7Talk0Conditions[]
Definition wstag696.c:213
FieldActorEntry * stageActors[]
Definition wstag696.c:421
u16 actor2Talk3Conditions[]
Definition wstag696.c:114
u16 actor7Talk0Actions[]
Definition wstag696.c:214
AreaBattle area1Battle2
Definition wstag696.c:55
u16 actor2Talk4Actions[]
Definition wstag696.c:128
AreaBattle area3Battle0
Definition wstag696.c:79
u16 actor7Talk6Conditions[]
Definition wstag696.c:242
u16 actor4Talk1Conditions[]
Definition wstag696.c:189
u16 actor7Talk8Conditions[]
Definition wstag696.c:261
u16 actor6Talk2Conditions[]
Definition wstag696.c:196
u16 actor7Talk1Actions[]
Definition wstag696.c:216
AreaBattle area0Battle6
Definition wstag696.c:46
FieldTalk actor1Talks[]
Definition wstag696.c:281
u16 actor13Conditions[]
Definition wstag696.c:406
AreaBattle area3Battle2
Definition wstag696.c:81
FieldTalk actor0Talks[]
Definition wstag696.c:277
u16 actor6Talk2Actions[]
Definition wstag696.c:197
AreaBattle area3Battle1
Definition wstag696.c:80
u16 actor3Talk8Actions[]
Definition wstag696.c:187
AreaBattle area0Battle3
Definition wstag696.c:43
u16 actor3Talk2Conditions[]
Definition wstag696.c:133
FieldActorEntry actor10
Definition wstag696.c:417
u16 actor3Talk1Conditions[]
Definition wstag696.c:131
u16 actor2Talk0Actions[]
Definition wstag696.c:110
FieldTalk actor4Talks[]
Definition wstag696.c:305
u16 actor4Conditions[]
Definition wstag696.c:377
FieldActorEntry actor4
Definition wstag696.c:411
u16 actor3Conditions[]
Definition wstag696.c:372
u16 actor2Talk2Conditions[]
Definition wstag696.c:112
AreaBattle area3Battle6
Definition wstag696.c:85
FieldTalk actor11Talks[]
Definition wstag696.c:349
FieldActorEntry actor8
Definition wstag696.c:415
u16 actor7Talk7Conditions[]
Definition wstag696.c:251
ActorImage stageImages[]
Definition wstag696.c:95
FieldTalk actor6Talks[]
Definition wstag696.c:315
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0007.
Definition wstag696.c:20
AreaBattle area2Battle4
Definition wstag696.c:70
u16 actor4Talk0Conditions[]
Definition wstag696.c:188
u16 actor3Talk6Conditions[]
Definition wstag696.c:158
u16 actor8Talk1Actions[]
Definition wstag696.c:274
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag696.c:438
FieldActorEntry actor9
Definition wstag696.c:416
u16 actor8Conditions[]
Definition wstag696.c:389
u16 actor5Conditions[]
Definition wstag696.c:378
FieldTalk actor10Talks[]
Definition wstag696.c:345
FieldTalk actor3Talks[]
Definition wstag696.c:293
u16 actor3Talk1Actions[]
Definition wstag696.c:132
FieldTalk actor9Talks[]
Definition wstag696.c:341
BattleList area3Battles
Definition wstag696.c:87
u16 actor8Talk2Actions[]
Definition wstag696.c:276
u16 actor6Talk3Conditions[]
Definition wstag696.c:198
u16 actor3Talk2Actions[]
Definition wstag696.c:134
AreaBattle area3Battle5
Definition wstag696.c:84
AreaBattle area0Battle5
Definition wstag696.c:45
BattleList area1Battles
Definition wstag696.c:61
BattleList area2Battles
Definition wstag696.c:74
u16 actor2Talk0Conditions[]
Definition wstag696.c:109
FieldActorEntry actor12
Definition wstag696.c:419
AreaBattle area1Battle4
Definition wstag696.c:57
u16 actor2Talk2Actions[]
Definition wstag696.c:113
u16 actor6Talk0Conditions[]
Definition wstag696.c:193
u16 actor3Talk5Conditions[]
Definition wstag696.c:149
u16 actor6Conditions[]
Definition wstag696.c:383
AreaBattle area2Battle2
Definition wstag696.c:68
u16 actor7Talk5Actions[]
Definition wstag696.c:241
AreaBattle area1Battle5
Definition wstag696.c:58
u16 actor3Talk5Actions[]
Definition wstag696.c:157
FieldActorEntry actor7
Definition wstag696.c:414
StageSlot stageSlots[]
Definition wstag696.c:454
AreaBattle area2Battle1
Definition wstag696.c:67
FieldActorEntry actor13
Definition wstag696.c:420
AreaBattle area1Battle3
Definition wstag696.c:56
AreaBattle area1Battle0
Definition wstag696.c:53
FieldActorEntry actor11
Definition wstag696.c:418
FieldActorEntry actor1
Definition wstag696.c:408
AreaBattle area0Battle0
Definition wstag696.c:40
AreaBattle area0Battle2
Definition wstag696.c:42
FieldTalk actor13Talks[]
Definition wstag696.c:357
#define STAGE_FILE
Definition wstag696.c:17
AreaBattle area2Battle5
Definition wstag696.c:71
AreaBattle area1Battle1
Definition wstag696.c:54
u16 actor3Talk7Conditions[]
Definition wstag696.c:167
u16 actor7Conditions[]
Definition wstag696.c:384
AreaBattle area2Battle3
Definition wstag696.c:69
u16 actor2Conditions[]
Definition wstag696.c:371
u16 actor7Talk3Conditions[]
Definition wstag696.c:219
FieldTalk actor7Talks[]
Definition wstag696.c:323
AreaBattle area0Battle4
Definition wstag696.c:44
#define STAGE_TEXT
Definition wstag696.c:16
u16 actor2Talk4Conditions[]
Definition wstag696.c:121
u16 actor3Talk0Actions[]
Definition wstag696.c:130
FieldTalk actor8Talks[]
Definition wstag696.c:335
FieldTalk actor12Talks[]
Definition wstag696.c:353
AreaBattle area3Battle7
Definition wstag696.c:86
BattleList area0Battles
Definition wstag696.c:48
u16 actor8Talk0Conditions[]
Definition wstag696.c:272
AreaBattle area1Battle7
Definition wstag696.c:60
u16 actor4Talk2Conditions[]
Definition wstag696.c:191
FieldActorEntry actor3
Definition wstag696.c:410
FieldBattles stageBattles[]
Definition wstag696.c:92
u16 actor6Talk4Conditions[]
Definition wstag696.c:205
u16 actor12Conditions[]
Definition wstag696.c:401
u16 actor0Conditions[]
Definition wstag696.c:361
u16 actor7Talk2Actions[]
Definition wstag696.c:218