Digimon World 3 decomp
The European version, SLES_039.36
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wstag711.c
Go to the documentation of this file.
1/*
2 * WSTAG711: Kulon Mine, North Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG710.
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 0x64E
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x65E
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) };
79AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle2 = { 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 { 0x180, 0x100, 0x19C, 0x11F, 0x170, 0x1F, 0x160, 0x1FF },
103 { 0x180, 0x100, 0x1A4, 0x147, 0x190, 0x47, 0x170, 0x1FF },
104 { 0x140, 0x100, 0x176, 0x1C1, 0xD8, 0xC1, 0x160, 0x1FE },
105 { 0x180, 0x100, 0x1A6, 0x11F, 0x198, 0x1F, 0x170, 0x1FE },
106 { 0x180, 0x100, 0x1AE, 0x125, 0x1B8, 0x25, 0x140, 0x1FD },
107 { 0x180, 0x100, 0x1B6, 0x125, 0x1D8, 0x25, 0x150, 0x1FD },
108 { 0x180, 0x100, 0x1AE, 0x145, 0x1B8, 0x45, 0x160, 0x1FD },
109 { 0x180, 0x100, 0x1B6, 0x145, 0x1D8, 0x45, 0x170, 0x1FD },
110 { 0x180, 0x100, 0x19C, 0x147, 0x170, 0x47, 0x140, 0x1FC },
111};
113u16 actor0Talk1Conditions[] = { ITEM(3, 0x8F), 0, FLAG(0, 0), 0, CODES_END };
116#if VERSION_US
117 ITEM(3, 0x8F), 0, FLAG(0, 0), 1, ITEM(2, 0x8B), 0, CODES_END,
118#elif VERSION_EU || VERSION_JP
119 ITEM(2, 0x8B), 0, ITEM(3, 0x8F), 0, FLAG(0, 0), 1, CODES_END,
120#endif
121};
122u16 actor0Talk3Conditions[] = { ITEM(3, 0x8F), 0, FLAG(0, 0), 1, ITEM(2, 0x8B), 1, CODES_END };
124#if VERSION_US
125 ITEM(3, 0x8F), 1, ITEM(3, 0x8E), 0, ITEM(2, 0x8B), 0, SPECIAL_SHOW_ITEM_GET_ICON, 1,
126#elif VERSION_EU || VERSION_JP
127 SPECIAL_SHOW_ITEM_GET_ICON, 1, ITEM(3, 0x8F), 1, ITEM(3, 0x8E), 0, ITEM(2, 0x8B), 0,
128#endif
129 CODES_END,
130};
139 { NULL, NULL, 0x288 },
140 { NULL, NULL, 0 },
141};
143 { NULL, NULL, 0x28E },
144 { NULL, NULL, 0 },
145};
147 { NULL, NULL, 0x28A },
148 { NULL, NULL, 0 },
149};
151 { NULL, NULL, 0x28C },
152 { NULL, NULL, 0 },
153};
155 { NULL, NULL, 0x28F },
156 { NULL, NULL, 0 },
157};
159 { NULL, NULL, 0x28B },
160 { NULL, NULL, 0 },
161};
163 { NULL, NULL, 0x28B },
164 { NULL, NULL, 0 },
165};
167 { NULL, NULL, 0x289 },
168 { NULL, NULL, 0 },
169};
171 { NULL, NULL, 0x289 },
172 { NULL, NULL, 0 },
173};
175 { NULL, NULL, 0x28D },
176 { NULL, NULL, 0 },
177};
179 { NULL, NULL, 0x28D },
180 { NULL, NULL, 0 },
181};
183 { NULL, NULL, 0x290 },
184 { NULL, NULL, 0 },
185};
189 ITEM(3, 0x8E), 1,
190 ITEM(3, 0x8F), 0,
191 CODES_END,
192};
205#if VERSION_US
207#elif VERSION_EU || VERSION_JP
209#endif
210};
239FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x9E, 0xA, 1214, 577, 1 };
240FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x9E, 0xA, 1214, 517, 1 };
245 &actor0,
246 &actor1,
247 &actor2,
248 &actor3,
249 &actor4,
250 &actor5,
251 &actor6,
252 &actor7,
253 &actor8,
254 &actor9,
255 &actor10,
256 &actor11,
257 &actor12,
258 NULL,
259};
261 { 1, 0, 0x40, 2, 0x32, 2, 0, 1, 6, 0, 603, 223, 0, 0 },
262 { 1, 0, 0x40, 2, 0x32, 2, 0, 1, 6, 0, 952, 485, 0, 0 },
263 { 1, 0, 0x40, 2, 0x33, 2, 0, 1, 6, 0, 567, 357, 0, 0 },
264 { 1, 0, 0x40, 2, 0x33, 2, 0, 1, 6, 0, 604, 375, 0, 0 },
265 { 1, 0, 0x40, 2, 0x33, 2, 0, 1, 6, 0, 857, 450, 0, 0 },
266 { 1, 0, 0x40, 2, 0x36, 2, 0, 1, 6, 0, 529, 660, 0, 0 },
267 { 1, 0, 0x40, 2, 2, 0, 0, 0, 0, 0, 198, 395, 0, 0 },
268 { 1, 0, 0x40, 2, 2, 0, 0, 0, 0, 0, 221, 591, 0, 0 },
269 { 1, 0, 0x40, 2, 2, 0, 0, 0, 0, 0, 1084, 623, 0, 0 },
270 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 140, 499, 0, 0 },
271 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 476, 616, 0, 0 },
272 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 569, 552, 0, 0 },
273 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 827, 661, 0, 0 },
274 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 408, 122, 0, 0 },
275 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 479, 678, 0, 0 },
276 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 772, 301, 0, 0 },
277 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 869, 528, 0, 0 },
278 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 919, 263, 0, 0 },
279 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 929, 414, 0, 0 },
280 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 1166, 732, 0, 0 },
281 { 1, 0, 0x40, 6, 0x33, 2, 0, 1, 6, 0, 1218, 758, 0, 0 },
282 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 6, 0, 986, 299, 0, 0 },
283 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 6, 0, 1025, 319, 0, 0 },
284 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 6, 0, 1195, 732, 0, 0 },
285 { 1, 0, 0x40, 6, 0x35, 2, 0, 1, 6, 0, 522, 632, 0, 0 },
286 { 1, 0, 0x40, 6, 0x37, 2, 0, 1, 6, 0, 599, 379, 0, 0 },
287 { 1, 0, 0xC4, 4, 0, 0, 0, 0, 0, 0, 413, 523, 715, 0 },
288 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 699, 190, 233, 0 },
289 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 138, 383, 410, 0 },
290 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 161, 328, 364, 0 },
291 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 542, 196, 217, 0 },
292 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 208, 311, 311, 0 },
293 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 672, 719, 719, 0 },
294 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 688, 455, 455, 0 },
295 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 720, 743, 743, 0 },
296 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 736, 479, 479, 0 },
297 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 864, 175, 175, 0 },
298 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 928, 351, 351, 0 },
299 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 944, 167, 167, 0 },
300 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
301};
303 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CE, 0x390, 0x1E8, 3, 0, 0, 0 },
304 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2C9, 0x80, 0x90, 7, 0, 0, 0 },
305 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2D0, 0x390, 0x118, 3, 0, 0, 0 },
306 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0x20F, 0xF8, 0, 0, 0, 0 },
307 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x21F, 0x190, 0, 0, 0, 0 },
308 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x34F, 0x106, 0, 0, 0, 0 },
309 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x35F, 0x16F, 0, 0, 0, 0 },
310 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x440, 0x161, 0, 0, 0, 0 },
311 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x430, 0x1C8, 0, 0, 0, 0 },
312 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x3EF, 0x2C9, 0, 0, 0, 0 },
313 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x3E1, 0x32F, 0, 0, 0, 0 },
314 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x150, 0x258, 0, 0, 0, 0 },
315 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x15F, 0x2BE, 0, 0, 0, 0 },
316 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 5, 1 },
317 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0xB, 1 },
318 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 3, 1 },
319 { { { SPECIAL_STORY_SINCE_DE_KNOWLEDGE, 1 }, { CODES_END, 0 } }, SLOT_WARP1, 0x2E8, 0x240, 0xD0, 1, 0, 0x17, 1 },
320 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
321};
322void (*stageFuncs[])(void) = {
324};
#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
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#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 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_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 SPECIAL_PATAMON_IN_PARTY
PARTNER_PATAMON is in the party.
Definition story.h:1723
#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
@ 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 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_PATAMON_LEVEL_45
PARTNER_PATAMON is unlocked and at level 45 or more.
Definition story.h:1763
#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
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 wstag711.c:193
AreaBattle area2Battle7
Definition wstag711.c:73
FieldActorEntry actor0
Definition wstag711.c:231
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag711.c:322
FieldActorEntry actor6
Definition wstag711.c:237
u16 actor11Conditions[]
Definition wstag711.c:229
u16 actor0Talk0Conditions[]
Definition wstag711.c:112
FieldTalk actor2Talks[]
Definition wstag711.c:142
AreaBattle area2Battle6
Definition wstag711.c:72
u16 actor0Talk1Conditions[]
Definition wstag711.c:113
u16 actor10Conditions[]
Definition wstag711.c:224
FieldTalk actor5Talks[]
Definition wstag711.c:154
AreaBattle area1Battle6
Definition wstag711.c:59
FieldActorEntry actor5
Definition wstag711.c:236
AreaBattle area0Battle7
Definition wstag711.c:47
FieldActorEntry actor2
Definition wstag711.c:233
AreaBattle area3Battle4
Definition wstag711.c:83
AreaBattle area3Battle3
Definition wstag711.c:82
AreaBattle area0Battle1
Definition wstag711.c:41
u16 actor0Talk3Conditions[]
Definition wstag711.c:122
AreaBattle area2Battle0
Definition wstag711.c:66
u16 actor9Conditions[]
Definition wstag711.c:223
FieldActorEntry * stageActors[]
Definition wstag711.c:244
u16 actor0Talk1Actions[]
Definition wstag711.c:114
AreaBattle area1Battle2
Definition wstag711.c:55
AreaBattle area3Battle0
Definition wstag711.c:79
AreaBattle area0Battle6
Definition wstag711.c:46
FieldTalk actor1Talks[]
Definition wstag711.c:138
AreaBattle area3Battle2
Definition wstag711.c:81
FieldTalk actor0Talks[]
Definition wstag711.c:131
AreaBattle area3Battle1
Definition wstag711.c:80
AreaBattle area0Battle3
Definition wstag711.c:43
FieldActorEntry actor10
Definition wstag711.c:241
FieldTalk actor4Talks[]
Definition wstag711.c:150
u16 actor4Conditions[]
Definition wstag711.c:204
FieldActorEntry actor4
Definition wstag711.c:235
u16 actor3Conditions[]
Definition wstag711.c:199
AreaBattle area3Battle6
Definition wstag711.c:85
FieldTalk actor11Talks[]
Definition wstag711.c:178
FieldActorEntry actor8
Definition wstag711.c:239
ActorImage stageImages[]
Definition wstag711.c:95
FieldTalk actor6Talks[]
Definition wstag711.c:158
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0007.
Definition wstag711.c:20
AreaBattle area2Battle4
Definition wstag711.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag711.c:260
FieldActorEntry actor9
Definition wstag711.c:240
u16 actor8Conditions[]
Definition wstag711.c:218
u16 actor5Conditions[]
Definition wstag711.c:211
FieldTalk actor10Talks[]
Definition wstag711.c:174
FieldTalk actor3Talks[]
Definition wstag711.c:146
FieldTalk actor9Talks[]
Definition wstag711.c:170
BattleList area3Battles
Definition wstag711.c:87
AreaBattle area3Battle5
Definition wstag711.c:84
AreaBattle area0Battle5
Definition wstag711.c:45
BattleList area1Battles
Definition wstag711.c:61
BattleList area2Battles
Definition wstag711.c:74
FieldActorEntry actor12
Definition wstag711.c:243
AreaBattle area1Battle4
Definition wstag711.c:57
u16 actor6Conditions[]
Definition wstag711.c:212
AreaBattle area2Battle2
Definition wstag711.c:68
u16 actor0Talk2Conditions[]
Definition wstag711.c:115
AreaBattle area1Battle5
Definition wstag711.c:58
FieldActorEntry actor7
Definition wstag711.c:238
StageSlot stageSlots[]
Definition wstag711.c:302
AreaBattle area2Battle1
Definition wstag711.c:67
AreaBattle area1Battle3
Definition wstag711.c:56
AreaBattle area1Battle0
Definition wstag711.c:53
FieldActorEntry actor11
Definition wstag711.c:242
FieldActorEntry actor1
Definition wstag711.c:232
AreaBattle area0Battle0
Definition wstag711.c:40
AreaBattle area0Battle2
Definition wstag711.c:42
#define STAGE_FILE
Definition wstag711.c:17
AreaBattle area2Battle5
Definition wstag711.c:71
AreaBattle area1Battle1
Definition wstag711.c:54
u16 actor7Conditions[]
Definition wstag711.c:217
AreaBattle area2Battle3
Definition wstag711.c:69
u16 actor2Conditions[]
Definition wstag711.c:198
FieldTalk actor7Talks[]
Definition wstag711.c:162
AreaBattle area0Battle4
Definition wstag711.c:44
#define STAGE_TEXT
Definition wstag711.c:16
FieldTalk actor8Talks[]
Definition wstag711.c:166
FieldTalk actor12Talks[]
Definition wstag711.c:182
AreaBattle area3Battle7
Definition wstag711.c:86
BattleList area0Battles
Definition wstag711.c:48
AreaBattle area1Battle7
Definition wstag711.c:60
FieldActorEntry actor3
Definition wstag711.c:234
FieldBattles stageBattles[]
Definition wstag711.c:92
u16 actor12Conditions[]
Definition wstag711.c:230
u16 actor0Conditions[]
Definition wstag711.c:186
u16 actor0Talk3Actions[]
Definition wstag711.c:123