Digimon World 3 decomp
The European version, SLES_039.36
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wstag715.c
Go to the documentation of this file.
1/*
2 * WSTAG715: Lake of Ice, North Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
10
11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
13#define STAGE_FILE 0x726
14#elif VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
16#define STAGE_FILE 0x736
17#endif
18/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0022 */
38
52AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
59AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
95 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
96 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
97 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
98 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
99 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
100 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
101 { 0x140, 0x100, 0x168, 0x1A5, 0xA0, 0xA5, 0x160, 0x1FF },
102 { 0x140, 0x100, 0x170, 0x1A5, 0xC0, 0xA5, 0x170, 0x1FF },
103 { 0x140, 0x100, 0x15C, 0x1A8, 0x70, 0xA8, 0x150, 0x1FE },
104 { 0x140, 0x100, 0x140, 0x1B1, 0, 0xB1, 0x160, 0x1FE },
105 { 0x140, 0x100, 0x148, 0x1B1, 0x20, 0xB1, 0x170, 0x1FE },
106};
108 { NULL, NULL, 0x213 },
109 { NULL, NULL, 0 },
110};
112 { NULL, NULL, 0x216 },
113 { NULL, NULL, 0 },
114};
116 { NULL, NULL, 0x214 },
117 { NULL, NULL, 0 },
118};
120 { NULL, NULL, 0x217 },
121 { NULL, NULL, 0 },
122};
124 { NULL, NULL, 0x218 },
125 { NULL, NULL, 0 },
126};
128 { NULL, NULL, 0x21A },
129 { NULL, NULL, 0 },
130};
132 { NULL, NULL, 0x21B },
133 { NULL, NULL, 0 },
134};
136 { NULL, NULL, 0x21E },
137 { NULL, NULL, 0 },
138};
140 { NULL, NULL, 0x21D },
141 { NULL, NULL, 0 },
142};
144 { NULL, NULL, 0x21C },
145 { NULL, NULL, 0 },
146};
148 { NULL, NULL, 0x215 },
149 { NULL, NULL, 0 },
150};
152 { NULL, NULL, 0x219 },
153 { NULL, NULL, 0 },
154};
180 &actor0,
181 &actor1,
182 &actor2,
183 &actor3,
184 &actor4,
185 &actor5,
186 &actor6,
187 &actor7,
188 &actor8,
189 &actor9,
190 &actor10,
191 &actor11,
192 NULL,
193};
195 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 49, 138, 0, 0 },
196 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 128, 512, 0, 0 },
197 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 222, 441, 0, 0 },
198 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 600, 352, 0, 0 },
199 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 615, 376, 0, 0 },
200 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 640, 368, 0, 0 },
201 { 1, 0, 0x40, 2, 0x39, 2, 0, 5, 6, 0, 21, 133, 0, 0 },
202 { 1, 0, 0x40, 2, 3, 1, 3, 8, 4, 0, 801, 513, 0, 0 },
203 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x38, 4, 0, 243, 53, 0, 0 },
204 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x38, 4, 0, 270, 56, 0, 0 },
205 { 1, 0, 0x40, 6, 0x3A, 2, 0, 5, 6, 0, 234, 51, 0, 0 },
206 { 1, 0, 0x40, 4, 0x3B, 0, 0, 0, 0, 0, 406, 413, 478, 0 },
207 { 1, 0, 0x40, 4, 0x3C, 0, 0, 0, 0, 0, 360, 401, 458, 0 },
208 { 1, 0, 0x40, 4, 0x46, 1, 0x46, 0x51, 0xC, 0, 381, 406, 458, 0 },
209 { 1, 0, 0x40, 4, 0x3E, 0, 0, 0, 0, 0, 406, 388, 438, 0 },
210 { 1, 0, 0x40, 4, 0x3F, 0, 0, 0, 0, 0, 433, 401, 458, 0 },
211 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 128, 120, 175, 0 },
212 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 235, 368, 374, 0 },
213 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 665, 307, 322, 0 },
214 { 1, 0, 0x4F, 4, 9, 0, 0, 0, 0, 0, 65, 377, 445, 0 },
215 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 304, 152, 152, 0 },
216 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 352, 128, 128, 0 },
217 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 592, 199, 199, 0 },
218 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 656, 183, 183, 0 },
219 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 704, 207, 207, 0 },
220 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 736, 239, 239, 0 },
221 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 784, 263, 263, 0 },
222 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
223};
225 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x265, 0xB4, 0x98, 7, 0, 0, 0 },
226 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x267, 0x298, 0x134, 3, 0, 0, 0 },
227 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 6, 1 },
228 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 5, 1 },
229 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x170, 0x98, 0, 0, 0, 0 },
230 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x180, 0xE0, 0, 0, 0, 0 },
231 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x48, 0, 0, 0, 0, 0, 0 },
232 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x48, 0xFFDC, 0, 0, 0, 0, 0 },
233 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0xFFC8, 0, 0, 0, 0, 0 },
234 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
235};
236void (*stageFuncs[])(void) = {
238};
#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 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_GAUGE
the gauge game
Definition field_map.h:261
#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_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
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 MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_FREEZE_MOUNTAIN
ENV_0022: Freeze Mountain and the Lake of Ice.
Definition sound.h:138
#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_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_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
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 wstag715.c:156
AreaBattle area2Battle7
Definition wstag715.c:72
FieldActorEntry actor0
Definition wstag715.c:167
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag715.c:236
FieldActorEntry actor6
Definition wstag715.c:173
u16 actor11Conditions[]
Definition wstag715.c:166
FieldTalk actor2Talks[]
Definition wstag715.c:115
AreaBattle area2Battle6
Definition wstag715.c:71
u16 actor10Conditions[]
Definition wstag715.c:165
FieldTalk actor5Talks[]
Definition wstag715.c:127
AreaBattle area1Battle6
Definition wstag715.c:58
FieldActorEntry actor5
Definition wstag715.c:172
AreaBattle area0Battle7
Definition wstag715.c:46
FieldActorEntry actor2
Definition wstag715.c:169
AreaBattle area3Battle4
Definition wstag715.c:82
AreaBattle area3Battle3
Definition wstag715.c:81
AreaBattle area0Battle1
Definition wstag715.c:40
AreaBattle area2Battle0
Definition wstag715.c:65
u16 actor9Conditions[]
Definition wstag715.c:164
FieldActorEntry * stageActors[]
Definition wstag715.c:179
AreaBattle area1Battle2
Definition wstag715.c:54
AreaBattle area3Battle0
Definition wstag715.c:78
AreaBattle area0Battle6
Definition wstag715.c:45
FieldTalk actor1Talks[]
Definition wstag715.c:111
AreaBattle area3Battle2
Definition wstag715.c:80
FieldTalk actor0Talks[]
Definition wstag715.c:107
AreaBattle area3Battle1
Definition wstag715.c:79
AreaBattle area0Battle3
Definition wstag715.c:42
FieldActorEntry actor10
Definition wstag715.c:177
FieldTalk actor4Talks[]
Definition wstag715.c:123
u16 actor4Conditions[]
Definition wstag715.c:159
FieldActorEntry actor4
Definition wstag715.c:171
u16 actor3Conditions[]
Definition wstag715.c:158
AreaBattle area3Battle6
Definition wstag715.c:84
FieldTalk actor11Talks[]
Definition wstag715.c:151
FieldActorEntry actor8
Definition wstag715.c:175
ActorImage stageImages[]
Definition wstag715.c:94
FieldTalk actor6Talks[]
Definition wstag715.c:131
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0022.
Definition wstag715.c:19
AreaBattle area2Battle4
Definition wstag715.c:69
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag715.c:194
FieldActorEntry actor9
Definition wstag715.c:176
u16 actor8Conditions[]
Definition wstag715.c:163
u16 actor5Conditions[]
Definition wstag715.c:160
FieldTalk actor10Talks[]
Definition wstag715.c:147
FieldTalk actor3Talks[]
Definition wstag715.c:119
FieldTalk actor9Talks[]
Definition wstag715.c:143
BattleList area3Battles
Definition wstag715.c:86
AreaBattle area3Battle5
Definition wstag715.c:83
AreaBattle area0Battle5
Definition wstag715.c:44
BattleList area1Battles
Definition wstag715.c:60
BattleList area2Battles
Definition wstag715.c:73
AreaBattle area1Battle4
Definition wstag715.c:56
u16 actor6Conditions[]
Definition wstag715.c:161
AreaBattle area2Battle2
Definition wstag715.c:67
AreaBattle area1Battle5
Definition wstag715.c:57
FieldActorEntry actor7
Definition wstag715.c:174
StageSlot stageSlots[]
Definition wstag715.c:224
AreaBattle area2Battle1
Definition wstag715.c:66
AreaBattle area1Battle3
Definition wstag715.c:55
AreaBattle area1Battle0
Definition wstag715.c:52
FieldActorEntry actor11
Definition wstag715.c:178
FieldActorEntry actor1
Definition wstag715.c:168
AreaBattle area0Battle0
Definition wstag715.c:39
AreaBattle area0Battle2
Definition wstag715.c:41
#define STAGE_FILE
Definition wstag715.c:16
AreaBattle area2Battle5
Definition wstag715.c:70
AreaBattle area1Battle1
Definition wstag715.c:53
u16 actor7Conditions[]
Definition wstag715.c:162
AreaBattle area2Battle3
Definition wstag715.c:68
u16 actor2Conditions[]
Definition wstag715.c:157
FieldTalk actor7Talks[]
Definition wstag715.c:135
AreaBattle area0Battle4
Definition wstag715.c:43
#define STAGE_TEXT
Definition wstag715.c:15
FieldTalk actor8Talks[]
Definition wstag715.c:139
AreaBattle area3Battle7
Definition wstag715.c:85
BattleList area0Battles
Definition wstag715.c:47
AreaBattle area1Battle7
Definition wstag715.c:59
FieldActorEntry actor3
Definition wstag715.c:170
FieldBattles stageBattles[]
Definition wstag715.c:91
u16 actor0Conditions[]
Definition wstag715.c:155