Digimon World 3 decomp
The European version, SLES_039.36
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wstag720.c
Go to the documentation of this file.
1/*
2 * WSTAG720: Legendary Gym, 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 0x65E
14#elif VERSION_EU
15#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
16#define STAGE_FILE 0x66E
17#endif
18/* Sets the stage up: its map, actors and battles, playing BGM_0022 */
37
38AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
39AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
40AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
41AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
42AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
43AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
44AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
45AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
51AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
52AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
53AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
54AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
55AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
56AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
57AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
58AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
64AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
65AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
66AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
78AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
94 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
95 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
96 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
97 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
98 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
99 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
100 { 0x180, 0x100, 0x1AA, 0x100, 0x1A8, 0, 0x160, 0x1FF },
101 { 0x140, 0x100, 0x172, 0x189, 0xC8, 0x89, 0x170, 0x1FF },
102 { 0x140, 0x100, 0x176, 0x139, 0xD8, 0x39, 0x160, 0x1FE },
103 { 0x140, 0x100, 0x176, 0x161, 0xD8, 0x61, 0x170, 0x1FE },
104 { 0x140, 0x100, 0x172, 0x1A9, 0xC8, 0xA9, 0x160, 0x1FD },
105 { 0x140, 0x100, 0x172, 0x1C9, 0xC8, 0xC9, 0x170, 0x1FD },
106 { 0x140, 0x100, 0x162, 0x1D2, 0x88, 0xD2, 0x160, 0x1FC },
107 { 0x140, 0x100, 0x16A, 0x1D2, 0xA8, 0xD2, 0x170, 0x1FC },
108 { 0x180, 0x100, 0x1A2, 0x100, 0x188, 0, 0x160, 0x1FB },
109};
113u16 actor6Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(6), 1, ITEM(0, 0x14), 0, CODES_END };
116 FLAG(0, 0), 1,
117 PARTY_STAT(6), 1,
118 ITEM(0, 0x14), 1,
119 PARTY_STAT(8), 0,
120 CODES_END,
121};
123 FLAG(0, 0), 1,
124 PARTY_STAT(6), 1,
125 ITEM(0, 0x14), 1,
126 PARTY_STAT(8), 1,
128 CODES_END,
129};
132 FLAG(0, 0), 1,
133 PARTY_STAT(6), 1,
134 ITEM(0, 0x14), 1,
135 PARTY_STAT(8), 1,
137 PARTY_STAT(0xA), 0,
138 CODES_END,
139};
141 FLAG(0, 0), 1,
142 PARTY_STAT(6), 1,
143 ITEM(0, 0x14), 1,
144 PARTY_STAT(8), 1,
146 PARTY_STAT(0xA), 1,
147 CODES_END,
148};
158u16 actor9Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(6), 1, ITEM(0, 0x14), 0, CODES_END };
161 FLAG(0, 0), 1,
162 PARTY_STAT(6), 1,
163 ITEM(0, 0x14), 1,
164 PARTY_STAT(8), 0,
165 CODES_END,
166};
168 FLAG(0, 0), 1,
169 PARTY_STAT(6), 1,
170 ITEM(0, 0x14), 1,
171 PARTY_STAT(8), 1,
173 CODES_END,
174};
177 FLAG(0, 0), 1,
178 PARTY_STAT(6), 1,
179 ITEM(0, 0x14), 1,
180 PARTY_STAT(8), 1,
182 PARTY_STAT(0xA), 0,
183 CODES_END,
184};
186 FLAG(0, 0), 1,
187 PARTY_STAT(6), 1,
188 ITEM(0, 0x14), 1,
189 PARTY_STAT(8), 1,
191 PARTY_STAT(0xA), 1,
192 CODES_END,
193};
195u16 actor10Talk0Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 0, CODES_END };
197u16 actor10Talk1Conditions[] = { ITEM(0, 0x28), 1, ITEM(0, 0x29), 1, CODES_END };
202u16 actor12Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(6), 1, ITEM(0, 0x14), 0, CODES_END };
205 PARTY_STAT(6), 1,
206 FLAG(0, 0), 1,
207 ITEM(0, 0x14), 1,
208 PARTY_STAT(8), 0,
209 CODES_END,
210};
212 FLAG(0, 0), 1,
213 PARTY_STAT(6), 1,
214 ITEM(0, 0x14), 1,
215 PARTY_STAT(8), 1,
217 CODES_END,
218};
221 FLAG(0, 0), 1,
222 PARTY_STAT(6), 1,
223 ITEM(0, 0x14), 1,
224 PARTY_STAT(8), 1,
226 PARTY_STAT(0xA), 0,
227 CODES_END,
228};
230 FLAG(0, 0), 1,
231 PARTY_STAT(6), 1,
232 ITEM(0, 0x14), 1,
233 PARTY_STAT(8), 1,
235 PARTY_STAT(0xA), 1,
236 CODES_END,
237};
240 { NULL, NULL, 0x223 },
241 { NULL, NULL, 0 },
242};
244 { NULL, NULL, 0x226 },
245 { NULL, NULL, 0 },
246};
248 { NULL, NULL, 0x224 },
249 { NULL, NULL, 0 },
250};
252 { NULL, NULL, 0x21F },
253 { NULL, NULL, 0 },
254};
256 { NULL, NULL, 0x222 },
257 { NULL, NULL, 0 },
258};
260 { NULL, NULL, 0x220 },
261 { NULL, NULL, 0 },
262};
274 { NULL, NULL, 0x299 },
275 { NULL, NULL, 0 },
276};
299 { NULL, actor11Talk0Actions, 0x30A },
300 { NULL, NULL, 0 },
301};
313 { NULL, NULL, 0x225 },
314 { NULL, NULL, 0 },
315};
317 { NULL, NULL, 0x221 },
318 { NULL, NULL, 0 },
319};
321 { NULL, NULL, 0x22E },
322 { NULL, NULL, 0 },
323};
325 { NULL, NULL, 0x22D },
326 { NULL, NULL, 0 },
327};
329 { NULL, NULL, 0x22C },
330 { NULL, NULL, 0 },
331};
333 { NULL, NULL, 0x22B },
334 { NULL, NULL, 0 },
335};
337 { NULL, NULL, 0x227 },
338 { NULL, NULL, 0 },
339};
341 { NULL, NULL, 0x22A },
342 { NULL, NULL, 0 },
343};
345 { NULL, NULL, 0x228 },
346 { NULL, NULL, 0 },
347};
349 { NULL, NULL, 0x229 },
350 { NULL, NULL, 0 },
351};
382u16 actor10Conditions[] = { ITEM(0, 0x2A), 0, CODES_END };
383u16 actor11Conditions[] = { ITEM(0, 0x2A), 1, CODES_END };
419 &actor0,
420 &actor1,
421 &actor2,
422 &actor3,
423 &actor4,
424 &actor5,
425 &actor6,
426 &actor7,
427 &actor8,
428 &actor9,
429 &actor10,
430 &actor11,
431 &actor12,
432 &actor13,
433 &actor14,
434 &actor15,
435 &actor16,
436 &actor17,
437 &actor18,
438 &actor19,
439 &actor20,
440 &actor21,
441 &actor22,
442 NULL,
443};
445 { 1, 0, 0x76, 2, 2, 1, 2, 7, 4, 0, 15, 51, 0, 0 },
446 { 1, 0, 0x76, 2, 2, 1, 2, 7, 4, 0, 367, 644, 0, 0 },
447 { 1, 0, 0x48, 2, 8, 0, 0, 0, 0, 0, 184, 716, 0, 0 },
448 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 106, 91, 0, 0 },
449 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 115, 78, 0, 0 },
450 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 120, 99, 0, 0 },
451 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 189, 348, 0, 0 },
452 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 192, 392, 0, 0 },
453 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 209, 362, 0, 0 },
454 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 317, 142, 0, 0 },
455 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 326, 165, 0, 0 },
456 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 341, 120, 0, 0 },
457 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 361, 421, 0, 0 },
458 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 368, 442, 0, 0 },
459 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 408, 678, 0, 0 },
460 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 421, 702, 0, 0 },
461 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 457, 290, 0, 0 },
462 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 468, 270, 0, 0 },
463 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 502, 466, 0, 0 },
464 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 509, 451, 0, 0 },
465 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 519, 66, 0, 0 },
466 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 522, 96, 0, 0 },
467 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 550, 31, 0, 0 },
468 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 633, 234, 0, 0 },
469 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 703, 228, 0, 0 },
470 { 1, 0, 0x40, 6, 0x32, 2, 0, 7, 4, 0, 714, 256, 0, 0 },
471 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 103, 97, 0, 0 },
472 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 115, 85, 0, 0 },
473 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 122, 106, 0, 0 },
474 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 188, 402, 0, 0 },
475 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 192, 354, 0, 0 },
476 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 207, 370, 0, 0 },
477 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 314, 148, 0, 0 },
478 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 328, 171, 0, 0 },
479 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 342, 125, 0, 0 },
480 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 360, 427, 0, 0 },
481 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 371, 449, 0, 0 },
482 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 409, 685, 0, 0 },
483 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 419, 707, 0, 0 },
484 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 454, 296, 0, 0 },
485 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 471, 276, 0, 0 },
486 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 505, 473, 0, 0 },
487 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 506, 456, 0, 0 },
488 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 517, 71, 0, 0 },
489 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 523, 102, 0, 0 },
490 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 553, 36, 0, 0 },
491 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 634, 239, 0, 0 },
492 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 702, 233, 0, 0 },
493 { 1, 0, 0x40, 6, 0x33, 2, 0, 7, 4, 0, 717, 264, 0, 0 },
494 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 257, 598, 631, 0 },
495 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 385, 439, 488, 0 },
496 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 495, 232, 286, 0 },
497 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
498};
500 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x266, 0xC8, 0xAC, 7, 0, 0, 0 },
501 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x1B0, 0xE8, 0, 0, 0, 0 },
502 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x1A0, 0x140, 0, 0, 0, 0 },
503 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x100, 0x140, 0, 0, 0, 0 },
504 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0xF0, 0x198, 0, 0, 0, 0 },
505 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x161, 0x200, 0, 0, 0, 0 },
506 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x171, 0x258, 0, 0, 0, 0 },
507 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 0x12, 0xA2, 0xB0, 0, 0, 0, 0 },
508 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 0x12, 0xB2, 0x1D8, 0, 0, 0, 0 },
509 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 0x10, 0, 0, 0, 0, 0, 0 },
510 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 6, 0, 0, 0, 0, 0, 0 },
511 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
512};
513void (*stageFuncs[])(void) = {
515};
#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_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SLOT_DROP
Definition field_map.h:258
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
Definition game_state.h:72
#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 PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#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_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
Definition sound.h:77
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
Definition sound.h:148
#define MUSIC_LEGENDARY_GYM
BGM_0022: the Legendary Gym.
Definition sound.h:98
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_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])
Definition story.h:1875
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
#define FLAG_PIERRE_FOUGHT
wstag720 (Legendary Gym): Tamer Pierre says "Monsieur, how great are your Digimon?...
Definition story.h:884
#define SPECIAL_STORY_SINCE_GENJI_BEATEN
GAME.progress is STORY_GENJI_BEATEN or later (PROGRESS_RANGES[6], to 0x63)
Definition story.h:1881
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 wstag720.c:353
AreaBattle area2Battle7
Definition wstag720.c:71
u16 actor6Talk0Actions[]
Definition wstag720.c:111
FieldActorEntry actor0
Definition wstag720.c:395
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag720.c:513
FieldActorEntry actor6
Definition wstag720.c:401
u16 actor11Conditions[]
Definition wstag720.c:383
u16 actor10Talk1Actions[]
Definition wstag720.c:198
FieldTalk actor2Talks[]
Definition wstag720.c:247
AreaBattle area2Battle6
Definition wstag720.c:70
u16 actor8Talk1Conditions[]
Definition wstag720.c:151
u16 actor9Talk4Actions[]
Definition wstag720.c:175
u16 actor10Conditions[]
Definition wstag720.c:382
u16 actor18Conditions[]
Definition wstag720.c:390
FieldActorEntry actor17
Definition wstag720.c:412
u16 actor12Talk2Conditions[]
Definition wstag720.c:202
FieldTalk actor14Talks[]
Definition wstag720.c:316
FieldActorEntry actor18
Definition wstag720.c:413
FieldTalk actor5Talks[]
Definition wstag720.c:259
AreaBattle area1Battle6
Definition wstag720.c:57
u16 actor6Talk5Conditions[]
Definition wstag720.c:131
FieldActorEntry actor5
Definition wstag720.c:400
u16 actor22Conditions[]
Definition wstag720.c:394
AreaBattle area0Battle7
Definition wstag720.c:45
FieldActorEntry actor2
Definition wstag720.c:397
u16 actor6Talk4Actions[]
Definition wstag720.c:130
u16 actor8Talk2Conditions[]
Definition wstag720.c:153
u16 actor9Talk0Conditions[]
Definition wstag720.c:155
u16 actor6Talk1Conditions[]
Definition wstag720.c:112
u16 actor9Talk2Actions[]
Definition wstag720.c:159
AreaBattle area3Battle4
Definition wstag720.c:81
AreaBattle area3Battle3
Definition wstag720.c:80
AreaBattle area0Battle1
Definition wstag720.c:39
FieldActorEntry actor19
Definition wstag720.c:414
AreaBattle area2Battle0
Definition wstag720.c:64
u16 actor12Talk2Actions[]
Definition wstag720.c:203
u16 actor9Conditions[]
Definition wstag720.c:376
FieldActorEntry * stageActors[]
Definition wstag720.c:418
AreaBattle area1Battle2
Definition wstag720.c:53
u16 actor9Talk5Conditions[]
Definition wstag720.c:176
u16 actor12Talk6Actions[]
Definition wstag720.c:238
AreaBattle area3Battle0
Definition wstag720.c:77
u16 actor10Talk1Conditions[]
Definition wstag720.c:197
u16 actor12Talk4Conditions[]
Definition wstag720.c:211
u16 actor6Talk2Conditions[]
Definition wstag720.c:113
FieldActorEntry actor22
Definition wstag720.c:417
AreaBattle area0Battle6
Definition wstag720.c:44
u16 actor10Talk0Conditions[]
Definition wstag720.c:195
FieldTalk actor1Talks[]
Definition wstag720.c:243
u16 actor13Conditions[]
Definition wstag720.c:385
AreaBattle area3Battle2
Definition wstag720.c:79
FieldTalk actor0Talks[]
Definition wstag720.c:239
u16 actor6Talk2Actions[]
Definition wstag720.c:114
AreaBattle area3Battle1
Definition wstag720.c:78
FieldTalk actor21Talks[]
Definition wstag720.c:344
AreaBattle area0Battle3
Definition wstag720.c:41
FieldTalk actor20Talks[]
Definition wstag720.c:340
FieldActorEntry actor10
Definition wstag720.c:405
u16 actor9Talk6Conditions[]
Definition wstag720.c:185
u16 actor19Conditions[]
Definition wstag720.c:391
FieldTalk actor4Talks[]
Definition wstag720.c:255
u16 actor4Conditions[]
Definition wstag720.c:356
FieldActorEntry actor4
Definition wstag720.c:399
u16 actor3Conditions[]
Definition wstag720.c:355
AreaBattle area3Battle6
Definition wstag720.c:83
FieldTalk actor17Talks[]
Definition wstag720.c:328
FieldTalk actor11Talks[]
Definition wstag720.c:298
FieldActorEntry actor8
Definition wstag720.c:403
ActorImage stageImages[]
Definition wstag720.c:93
FieldTalk actor6Talks[]
Definition wstag720.c:263
void setupStage(void)
Sets the stage up: its map, actors and battles, playing BGM_0022.
Definition wstag720.c:19
u16 actor6Talk6Conditions[]
Definition wstag720.c:140
u16 actor12Talk5Conditions[]
Definition wstag720.c:220
u16 actor12Talk0Conditions[]
Definition wstag720.c:200
FieldTalk actor19Talks[]
Definition wstag720.c:336
AreaBattle area2Battle4
Definition wstag720.c:68
u16 actor10Talk0Actions[]
Definition wstag720.c:196
u16 actor8Talk1Actions[]
Definition wstag720.c:152
u16 actor16Conditions[]
Definition wstag720.c:388
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag720.c:444
FieldActorEntry actor9
Definition wstag720.c:404
u16 actor8Conditions[]
Definition wstag720.c:370
FieldActorEntry actor20
Definition wstag720.c:415
u16 actor12Talk3Conditions[]
Definition wstag720.c:204
u16 actor9Talk1Conditions[]
Definition wstag720.c:157
u16 actor5Conditions[]
Definition wstag720.c:357
FieldTalk actor10Talks[]
Definition wstag720.c:293
FieldTalk actor3Talks[]
Definition wstag720.c:251
FieldTalk actor9Talks[]
Definition wstag720.c:283
BattleList area3Battles
Definition wstag720.c:85
u16 actor8Talk2Actions[]
Definition wstag720.c:154
u16 actor6Talk3Conditions[]
Definition wstag720.c:115
AreaBattle area3Battle5
Definition wstag720.c:82
AreaBattle area0Battle5
Definition wstag720.c:43
BattleList area1Battles
Definition wstag720.c:59
FieldTalk actor15Talks[]
Definition wstag720.c:320
u16 actor9Talk6Actions[]
Definition wstag720.c:194
BattleList area2Battles
Definition wstag720.c:72
FieldActorEntry actor15
Definition wstag720.c:410
FieldActorEntry actor12
Definition wstag720.c:407
FieldActorEntry actor16
Definition wstag720.c:411
u16 actor15Conditions[]
Definition wstag720.c:387
AreaBattle area1Battle4
Definition wstag720.c:55
u16 actor6Talk0Conditions[]
Definition wstag720.c:110
u16 actor6Conditions[]
Definition wstag720.c:358
AreaBattle area2Battle2
Definition wstag720.c:66
u16 actor12Talk1Conditions[]
Definition wstag720.c:201
AreaBattle area1Battle5
Definition wstag720.c:56
u16 actor12Talk6Conditions[]
Definition wstag720.c:229
u16 actor14Conditions[]
Definition wstag720.c:386
FieldActorEntry actor7
Definition wstag720.c:402
StageSlot stageSlots[]
Definition wstag720.c:499
AreaBattle area2Battle1
Definition wstag720.c:65
FieldActorEntry actor13
Definition wstag720.c:408
AreaBattle area1Battle3
Definition wstag720.c:54
AreaBattle area1Battle0
Definition wstag720.c:51
FieldActorEntry actor11
Definition wstag720.c:406
FieldActorEntry actor1
Definition wstag720.c:396
FieldActorEntry actor21
Definition wstag720.c:416
AreaBattle area0Battle0
Definition wstag720.c:38
u16 actor9Talk0Actions[]
Definition wstag720.c:156
AreaBattle area0Battle2
Definition wstag720.c:40
FieldTalk actor13Talks[]
Definition wstag720.c:312
#define STAGE_FILE
Definition wstag720.c:16
AreaBattle area2Battle5
Definition wstag720.c:69
u16 actor6Talk6Actions[]
Definition wstag720.c:149
AreaBattle area1Battle1
Definition wstag720.c:52
u16 actor9Talk4Conditions[]
Definition wstag720.c:167
u16 actor11Talk0Actions[]
Definition wstag720.c:199
u16 actor7Conditions[]
Definition wstag720.c:364
AreaBattle area2Battle3
Definition wstag720.c:67
u16 actor2Conditions[]
Definition wstag720.c:354
FieldTalk actor18Talks[]
Definition wstag720.c:332
FieldTalk actor7Talks[]
Definition wstag720.c:273
u16 actor9Talk2Conditions[]
Definition wstag720.c:158
u16 actor20Conditions[]
Definition wstag720.c:392
AreaBattle area0Battle4
Definition wstag720.c:42
u16 actor9Talk3Conditions[]
Definition wstag720.c:160
#define STAGE_TEXT
Definition wstag720.c:15
FieldTalk actor8Talks[]
Definition wstag720.c:277
u16 actor12Talk4Actions[]
Definition wstag720.c:219
FieldTalk actor12Talks[]
Definition wstag720.c:302
AreaBattle area3Battle7
Definition wstag720.c:84
u16 actor21Conditions[]
Definition wstag720.c:393
BattleList area0Battles
Definition wstag720.c:46
u16 actor8Talk0Conditions[]
Definition wstag720.c:150
AreaBattle area1Battle7
Definition wstag720.c:58
FieldTalk actor16Talks[]
Definition wstag720.c:324
u16 actor17Conditions[]
Definition wstag720.c:389
FieldActorEntry actor3
Definition wstag720.c:398
FieldBattles stageBattles[]
Definition wstag720.c:90
u16 actor6Talk4Conditions[]
Definition wstag720.c:122
FieldActorEntry actor14
Definition wstag720.c:409
u16 actor12Conditions[]
Definition wstag720.c:384
FieldTalk actor22Talks[]
Definition wstag720.c:348
u16 actor0Conditions[]
Definition wstag720.c:352