Digimon World 3 decomp
The European version, SLES_039.36
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wstag700.c
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1/*
2 * WSTAG700: Mountain Inn, North Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11/*
12 * After event 1460, with Guardromon: applies 0x7C17, an action that does
13 * nothing (applyAction's mode changes 0x7C are only 0 and 1)
14 */
15void endEvent1460(void) {
16 FLAGS_00.applyAction(0x7C17, 1);
17}
18
19#if VERSION_US || VERSION_JP
20#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
21#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
22#define STAGE_FILE 0x635
23#elif VERSION_EU
24#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
25#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
26#define STAGE_FILE 0x645
27#endif
28/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
47
49 SCRIPT_WALK(2, 0x13B, 0x10B, 3),
50 SCRIPT_PLACE(0x15, 0x11B, 0xFB),
51 SCRIPT_POSE(0x15, 1, 7),
54 SCRIPT_POSE(2, 1, 3),
55 SCRIPT_WAIT(0x24),
56 SCRIPT_TALK(0, 1, 0x15, 0),
58 SCRIPT_WAIT(0x1E),
59 SCRIPT_POSE(0x15, 0x36, 7),
61 SCRIPT_WAIT_ANIM(0x15),
62 SCRIPT_POSE(0x15, 0x37, 7),
63 SCRIPT_WAIT(0x5A),
64 SCRIPT_LEAVE(0xC15, 0, 0, 0),
66};
68 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
69 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
70 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
71 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
72 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
73 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
74 { 0x140, 0x100, 0x16C, 0x100, 0xB0, 0, 0x150, 0x1FF },
75 { 0x140, 0x100, 0x160, 0x100, 0x80, 0, 0x160, 0x1FF },
76};
77u16 actor0Talk0Actions[] = { 0x7A25, 1, CODES_END };
80 { NULL, actor0Talk0Actions, 0x16B },
81 { NULL, NULL, 0 },
82};
84 { NULL, actor1Talk0Actions, 0x168 },
85 { NULL, NULL, 0 },
86};
87FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 225, 289, 7 };
88FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 283, 251, 7 };
90 &actor0,
91 &actor1,
92 NULL,
93};
95 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 318, 111, 0, 0 },
96 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 383, 142, 0, 0 },
97 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 172, 267, 294, 0 },
98 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 224, 235, 262, 0 },
99 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
100};
102 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x262, 0x248, 0x18C, 7, 0, 0, 0 },
103 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
104};
105void (*stageFuncs[])(void) = {
107};
109 { 1460, script1460, EVENT_TEXT(0x26), NULL, endEvent1460 },
110 { -1, NULL, 0, NULL, NULL },
111};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#define FIELD_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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 SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#define CODES_END
Definition game_state.h:83
#define MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
Definition sound.h:81
#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,...
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
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
FieldEvent * events
up to the first id -1
Definition field_map.h:451
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
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
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
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 actor0Talk0Actions[]
Definition wstag700.c:77
FieldActorEntry actor0
Definition wstag700.c:87
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag700.c:105
FieldActorEntry * stageActors[]
Definition wstag700.c:89
void endEvent1460(void)
After event 1460, with Guardromon: applies 0x7C17, an action that does nothing (applyAction's mode ch...
Definition wstag700.c:15
FieldTalk actor1Talks[]
Definition wstag700.c:83
FieldTalk actor0Talks[]
Definition wstag700.c:79
s16 script1460[]
Definition wstag700.c:48
ActorImage stageImages[]
Definition wstag700.c:67
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag700.c:29
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag700.c:94
StageSlot stageSlots[]
Definition wstag700.c:101
u16 actor1Talk0Actions[]
Definition wstag700.c:78
FieldActorEntry actor1
Definition wstag700.c:88
#define STAGE_FILE
Definition wstag700.c:26
#define STAGE_TEXT
Definition wstag700.c:24
FieldEvent stageEvents[]
Definition wstag700.c:108