20#if VERSION_US || VERSION_JP
21#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
22#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
23#define STAGE_FILE 0x65A
25#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
26#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
27#define STAGE_FILE 0x66A
69 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
70 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
71 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
72 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
73 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
74 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
75 { 0x140, 0x100, 0x140, 0x12B, 0, 0x2B, 0x150, 0x1FF },
76 { 0x140, 0x100, 0x160, 0x123, 0x80, 0x23, 0x160, 0x1FF },
77 { 0x140, 0x100, 0x16C, 0x123, 0xB0, 0x23, 0x170, 0x1FF },
78 { 0x140, 0x100, 0x174, 0x123, 0xD0, 0x23, 0x150, 0x1FE },
79 { 0x140, 0x100, 0x148, 0x12B, 0x20, 0x2B, 0x160, 0x1FE },
80 { 0x140, 0x100, 0x150, 0x12B, 0x40, 0x2B, 0x170, 0x1FE },
158 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 318, 111, 0, 0 },
159 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 383, 142, 0, 0 },
160 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 224, 235, 262, 0 },
161 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 172, 267, 294, 0 },
162 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
165 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x2CA, 0x248, 0x18C, 7, 0, 0, 0 },
166 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
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.
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
#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...
#define FIELD_COMMAND_PLAY_SAVEDEMO
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
#define SCRIPT_WAIT_BOX
until box 0 closes
#define SLOT_EXIT
The kinds of StageSlot (type).
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
#define SCRIPT_WAIT(frames)
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
#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...
FieldState FIELDSTG_state
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
#define PROGRESS(n)
GAME.progress is n.
#define MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
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 ...
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
#define SPECIAL_STORY_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
FieldEvent * events
up to the first id -1
s32 soundBank
SOUND.loadBank's, or 0.
StageTile * objects
the map objects, up to the first margin 0
s32 imageFile
or an image archive file, or 0
Vec2 start
where the player starts
StageSlot * slots
up to the first type 0
ActorImage * actors
then the actors', from actors[2]
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
s32 startDir
and its direction
s32 textFile
the stage's text file, for the talks
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
void(* applyAction)(s32 code, s32 value)
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
FieldActorEntry * stageActors[]
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
void endEvent1464(void)
After event 1464, with Guardromon: applies 0x7C1B, an action that does nothing (applyAction's mode ch...