Digimon World 3 decomp
The European version, SLES_039.36
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wstag716.c
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1/*
2 * WSTAG716: Lake of Ice, North Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG715.
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 0x670
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x680
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0022 */
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) };
84AreaBattle area3Battle5 = { 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, 0x140, 0x177, 0, 0x77, 0x160, 0x1FF },
103 { 0x140, 0x100, 0x164, 0x16C, 0x90, 0x6C, 0x170, 0x1FF },
104 { 0x140, 0x100, 0x154, 0x176, 0x50, 0x76, 0x150, 0x1FE },
105 { 0x140, 0x100, 0x148, 0x177, 0x20, 0x77, 0x160, 0x1FE },
106 { 0x140, 0x100, 0x16C, 0x177, 0xB0, 0x77, 0x170, 0x1FE },
107 { 0x140, 0x100, 0x174, 0x177, 0xD0, 0x77, 0x150, 0x1FD },
108 { 0x140, 0x100, 0x161, 0x194, 0x84, 0x94, 0x160, 0x1FD },
109 { 0x140, 0x100, 0x140, 0x197, 0, 0x97, 0x170, 0x1FD },
110};
112 { NULL, NULL, 0x295 },
113 { NULL, NULL, 0 },
114};
116 { NULL, NULL, 0x297 },
117 { NULL, NULL, 0 },
118};
120 { NULL, NULL, 0x291 },
121 { NULL, NULL, 0 },
122};
124 { NULL, NULL, 0x293 },
125 { NULL, NULL, 0 },
126};
128 { NULL, NULL, 0x298 },
129 { NULL, NULL, 0 },
130};
132 { NULL, NULL, 0x292 },
133 { NULL, NULL, 0 },
134};
136 { NULL, NULL, 0x292 },
137 { NULL, NULL, 0 },
138};
140 { NULL, NULL, 0x296 },
141 { NULL, NULL, 0 },
142};
144 { NULL, NULL, 0x296 },
145 { NULL, NULL, 0 },
146};
148 { NULL, NULL, 0x294 },
149 { NULL, NULL, 0 },
150};
152 { NULL, NULL, 0x294 },
153 { NULL, NULL, 0 },
154};
156 { NULL, NULL, 0x299 },
157 { NULL, NULL, 0 },
158};
204FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x9F, 0xA, 257, 432, 5 };
208 &actor0,
209 &actor1,
210 &actor2,
211 &actor3,
212 &actor4,
213 &actor5,
214 &actor6,
215 &actor7,
216 &actor8,
217 &actor9,
218 &actor10,
219 &actor11,
220 NULL,
221};
223 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 49, 138, 0, 0 },
224 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 128, 512, 0, 0 },
225 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 222, 441, 0, 0 },
226 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 600, 352, 0, 0 },
227 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 615, 376, 0, 0 },
228 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x38, 4, 0, 640, 368, 0, 0 },
229 { 1, 0, 0x40, 2, 0x39, 2, 0, 5, 6, 0, 21, 133, 0, 0 },
230 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 800, 511, 0, 0 },
231 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x38, 4, 0, 243, 53, 0, 0 },
232 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x38, 4, 0, 270, 56, 0, 0 },
233 { 1, 0, 0x40, 6, 0x3A, 2, 0, 5, 6, 0, 234, 51, 0, 0 },
234 { 1, 0, 0x40, 4, 0x46, 0, 0, 0, 0, 0, 381, 406, 458, 0 },
235 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 665, 307, 322, 0 },
236 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 235, 368, 374, 0 },
237 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 128, 120, 175, 0 },
238 { 1, 0, 0x4F, 4, 9, 0, 0, 0, 0, 0, 65, 377, 443, 0 },
239 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 304, 152, 152, 0 },
240 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 352, 128, 128, 0 },
241 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 592, 199, 199, 0 },
242 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 656, 183, 183, 0 },
243 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 704, 207, 207, 0 },
244 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 736, 239, 239, 0 },
245 { 1, 0xFF, 0x64, 4, 0x38, 0, 0, 0, 0, 0, 784, 263, 263, 0 },
246 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
247};
249 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CD, 0xB4, 0x98, 7, 0, 0, 0 },
250 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CF, 0x298, 0x134, 3, 0, 0, 0 },
251 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 0x10, 1 },
252 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E3, 0x380, 0x70, 1, 0, 0xF, 1 },
253 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x170, 0x98, 0, 0, 0, 0 },
254 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x180, 0xE0, 0, 0, 0, 0 },
255 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x48, 0, 0, 0, 0, 0, 0 },
256 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0x48, 0xFFDC, 0, 0, 0, 0, 0 },
257 { { { ITEM(0, 5), 1 }, { CODES_END, 0 } }, SLOT_GAUGE, 0, 0xFFC8, 0, 0, 0, 0, 0 },
258 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
259};
260void (*stageFuncs[])(void) = {
262};
#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 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_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
#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 wstag716.c:164
AreaBattle area2Battle7
Definition wstag716.c:73
FieldActorEntry actor0
Definition wstag716.c:195
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag716.c:260
FieldActorEntry actor6
Definition wstag716.c:201
u16 actor11Conditions[]
Definition wstag716.c:194
FieldTalk actor2Talks[]
Definition wstag716.c:119
AreaBattle area2Battle6
Definition wstag716.c:72
u16 actor10Conditions[]
Definition wstag716.c:193
FieldTalk actor5Talks[]
Definition wstag716.c:131
AreaBattle area1Battle6
Definition wstag716.c:59
FieldActorEntry actor5
Definition wstag716.c:200
AreaBattle area0Battle7
Definition wstag716.c:47
FieldActorEntry actor2
Definition wstag716.c:197
AreaBattle area3Battle4
Definition wstag716.c:83
AreaBattle area3Battle3
Definition wstag716.c:82
AreaBattle area0Battle1
Definition wstag716.c:41
AreaBattle area2Battle0
Definition wstag716.c:66
u16 actor9Conditions[]
Definition wstag716.c:188
FieldActorEntry * stageActors[]
Definition wstag716.c:207
AreaBattle area1Battle2
Definition wstag716.c:55
AreaBattle area3Battle0
Definition wstag716.c:79
AreaBattle area0Battle6
Definition wstag716.c:46
FieldTalk actor1Talks[]
Definition wstag716.c:115
AreaBattle area3Battle2
Definition wstag716.c:81
FieldTalk actor0Talks[]
Definition wstag716.c:111
AreaBattle area3Battle1
Definition wstag716.c:80
AreaBattle area0Battle3
Definition wstag716.c:43
FieldActorEntry actor10
Definition wstag716.c:205
FieldTalk actor4Talks[]
Definition wstag716.c:127
u16 actor4Conditions[]
Definition wstag716.c:175
FieldActorEntry actor4
Definition wstag716.c:199
u16 actor3Conditions[]
Definition wstag716.c:170
AreaBattle area3Battle6
Definition wstag716.c:85
FieldTalk actor11Talks[]
Definition wstag716.c:155
FieldActorEntry actor8
Definition wstag716.c:203
ActorImage stageImages[]
Definition wstag716.c:95
FieldTalk actor6Talks[]
Definition wstag716.c:135
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0022.
Definition wstag716.c:20
AreaBattle area2Battle4
Definition wstag716.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag716.c:222
FieldActorEntry actor9
Definition wstag716.c:204
u16 actor8Conditions[]
Definition wstag716.c:187
u16 actor5Conditions[]
Definition wstag716.c:176
FieldTalk actor10Talks[]
Definition wstag716.c:151
FieldTalk actor3Talks[]
Definition wstag716.c:123
FieldTalk actor9Talks[]
Definition wstag716.c:147
BattleList area3Battles
Definition wstag716.c:87
AreaBattle area3Battle5
Definition wstag716.c:84
AreaBattle area0Battle5
Definition wstag716.c:45
BattleList area1Battles
Definition wstag716.c:61
BattleList area2Battles
Definition wstag716.c:74
AreaBattle area1Battle4
Definition wstag716.c:57
u16 actor6Conditions[]
Definition wstag716.c:181
AreaBattle area2Battle2
Definition wstag716.c:68
AreaBattle area1Battle5
Definition wstag716.c:58
FieldActorEntry actor7
Definition wstag716.c:202
StageSlot stageSlots[]
Definition wstag716.c:248
AreaBattle area2Battle1
Definition wstag716.c:67
AreaBattle area1Battle3
Definition wstag716.c:56
AreaBattle area1Battle0
Definition wstag716.c:53
FieldActorEntry actor11
Definition wstag716.c:206
FieldActorEntry actor1
Definition wstag716.c:196
AreaBattle area0Battle0
Definition wstag716.c:40
AreaBattle area0Battle2
Definition wstag716.c:42
#define STAGE_FILE
Definition wstag716.c:17
AreaBattle area2Battle5
Definition wstag716.c:71
AreaBattle area1Battle1
Definition wstag716.c:54
u16 actor7Conditions[]
Definition wstag716.c:182
AreaBattle area2Battle3
Definition wstag716.c:69
u16 actor2Conditions[]
Definition wstag716.c:165
FieldTalk actor7Talks[]
Definition wstag716.c:139
AreaBattle area0Battle4
Definition wstag716.c:44
#define STAGE_TEXT
Definition wstag716.c:16
FieldTalk actor8Talks[]
Definition wstag716.c:143
AreaBattle area3Battle7
Definition wstag716.c:86
BattleList area0Battles
Definition wstag716.c:48
AreaBattle area1Battle7
Definition wstag716.c:60
FieldActorEntry actor3
Definition wstag716.c:198
FieldBattles stageBattles[]
Definition wstag716.c:92
u16 actor0Conditions[]
Definition wstag716.c:159