Digimon World 3 decomp
The European version, SLES_039.36
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wstag726.c
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1/*
2 * WSTAG726: Kulon Pit, North Sector. On the Amaterasu server; its Asuka server
3 * twin is WSTAG725.
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 0x678
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
17#define STAGE_FILE 0x688
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV_0023 */
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) };
82AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle6 = { 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 { 0x140, 0x100, 0x170, 0x120, 0xC0, 0x20, 0x160, 0x1FF },
103 { 0x140, 0x100, 0x162, 0x142, 0x88, 0x42, 0x170, 0x1FF },
104 { 0x140, 0x100, 0x16A, 0x148, 0xA8, 0x48, 0x160, 0x1FE },
105 { 0x140, 0x100, 0x172, 0x148, 0xC8, 0x48, 0x170, 0x1FE },
106 { 0x140, 0x100, 0x162, 0x16A, 0x88, 0x6A, 0x160, 0x1FD },
107 { 0x140, 0x100, 0x16A, 0x170, 0xA8, 0x70, 0x170, 0x1FD },
108 { 0x140, 0x100, 0x172, 0x170, 0xC8, 0x70, 0x160, 0x1FC },
109 { 0x140, 0x100, 0x16A, 0x190, 0xA8, 0x90, 0x170, 0x1FC },
110 { 0x140, 0x100, 0x172, 0x190, 0xC8, 0x90, 0x150, 0x1FB },
111 { 0x140, 0x100, 0x160, 0x192, 0x80, 0x92, 0x160, 0x1FB },
112};
117 { actor0Talk0Conditions, NULL, 0x1F3 },
118 { actor0Talk1Conditions, NULL, 0x1F4 },
119 { actor0Talk2Conditions, NULL, 0x1F5 },
120 { NULL, NULL, 0 },
121};
123 { NULL, NULL, 0x1F9 },
124 { NULL, NULL, 0 },
125};
127 { NULL, NULL, 0x1FB },
128 { NULL, NULL, 0 },
129};
131 { NULL, NULL, 0x1F7 },
132 { NULL, NULL, 0 },
133};
135 { NULL, NULL, 0x1FE },
136 { NULL, NULL, 0 },
137};
139 { NULL, NULL, 0x1FD },
140 { NULL, NULL, 0 },
141};
143 { NULL, NULL, 0x1F8 },
144 { NULL, NULL, 0 },
145};
147 { NULL, NULL, 0x1F8 },
148 { NULL, NULL, 0 },
149};
151 { NULL, NULL, 0x1FC },
152 { NULL, NULL, 0 },
153};
155 { NULL, NULL, 0x1FC },
156 { NULL, NULL, 0 },
157};
159 { NULL, NULL, 0x1FA },
160 { NULL, NULL, 0 },
161};
163 { NULL, NULL, 0x1FA },
164 { NULL, NULL, 0 },
165};
167 { NULL, NULL, 0x1F6 },
168 { NULL, NULL, 0 },
169};
215FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x9E, 0xB, 737, 324, 7 };
216FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x9E, 0xB, 737, 324, 7 };
221 &actor0,
222 &actor1,
223 &actor2,
224 &actor3,
225 &actor4,
226 &actor5,
227 &actor6,
228 &actor7,
229 &actor8,
230 &actor9,
231 &actor10,
232 &actor11,
233 &actor12,
234 NULL,
235};
237 { 1, 0, 0x40, 2, 0x33, 2, 0, 3, 6, 0, 807, 124, 0, 0 },
238 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 6, 0, 647, 322, 0, 0 },
239 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 6, 0, 714, 356, 0, 0 },
240 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 6, 0, 755, 312, 0, 0 },
241 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 6, 0, 773, 350, 0, 0 },
242 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 6, 0, 830, 322, 0, 0 },
243 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 6, 0, 831, 297, 0, 0 },
244 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 6, 0, 289, 211, 0, 0 },
245 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 6, 0, 317, 214, 0, 0 },
246 { 1, 0, 0x40, 6, 0x32, 2, 0, 3, 4, 0, 762, 104, 0, 0 },
247 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 287, 282, 0, 0 },
248 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 482, 16, 0, 0 },
249 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 566, 355, 0, 0 },
250 { 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 630, 94, 0, 0 },
251 { 1, 0, 0x40, 6, 0x34, 2, 0, 3, 6, 0, 243, 466, 0, 0 },
252 { 1, 0, 0x40, 6, 0x34, 2, 0, 3, 6, 0, 435, 24, 0, 0 },
253 { 1, 0, 0x40, 6, 0x34, 2, 0, 3, 6, 0, 467, 302, 0, 0 },
254 { 1, 0, 0x40, 6, 0x34, 2, 0, 3, 6, 0, 909, 158, 0, 0 },
255 { 1, 0, 0x40, 6, 0x35, 2, 0, 3, 6, 0, 330, 362, 0, 0 },
256 { 1, 0, 0x40, 6, 0x35, 2, 0, 3, 6, 0, 339, 462, 0, 0 },
257 { 1, 0, 0x40, 6, 0x35, 2, 0, 3, 6, 0, 658, 77, 0, 0 },
258 { 1, 0, 0x40, 6, 0x37, 3, 0, 9, 8, 0, 105, 222, 0, 0 },
259 { 1, 0, 0x40, 6, 0x39, 3, 0, 9, 8, 0, 143, 271, 0, 0 },
260 { 1, 0, 0x40, 4, 0x38, 3, 0, 9, 8, 0, 77, 305, 328, 0 },
261 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 635, 206, 246, 0 },
262 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 464, 183, 220, 0 },
263 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 61, 264, 328, 0 },
264 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 800, 104, 175, 0 },
265 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
266};
268 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2D2, 0x508, 0x54, 3, 0, 0, 0 },
269 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2D1, 0xA8, 0xF4, 5, 0, 0, 0 },
270 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CD, 0x220, 0x2C0, 7, 0, 0, 0 },
271 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x200, 0x60, 0, 0, 0, 0 },
272 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x210, 0xC8, 0, 0, 0, 0 },
273 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 9, 0x220, 0x100, 0, 0, 0, 0 },
274 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 9, 0x210, 0x198, 0, 0, 0, 0 },
275 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
276};
277void (*stageFuncs[])(void) = {
279};
#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_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 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(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_KULON_PIT
ENV_0023: the Kulon Pit.
Definition sound.h:139
#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_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
Definition story.h:133
@ 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_JUNGLE_SOUND_TO_BLACK_ID_PASS
GAME.progress is from STORY_JUNGLE_SOUND to STORY_BLACK_ID_PASS (PROGRESS_RANGES[0x15])
Definition story.h:1926
#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 wstag726.c:171
AreaBattle area2Battle7
Definition wstag726.c:73
FieldActorEntry actor0
Definition wstag726.c:207
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag726.c:277
FieldActorEntry actor6
Definition wstag726.c:213
u16 actor11Conditions[]
Definition wstag726.c:205
u16 actor0Talk0Conditions[]
Definition wstag726.c:113
FieldTalk actor2Talks[]
Definition wstag726.c:126
AreaBattle area2Battle6
Definition wstag726.c:72
u16 actor0Talk1Conditions[]
Definition wstag726.c:114
u16 actor10Conditions[]
Definition wstag726.c:200
FieldTalk actor5Talks[]
Definition wstag726.c:138
AreaBattle area1Battle6
Definition wstag726.c:59
FieldActorEntry actor5
Definition wstag726.c:212
AreaBattle area0Battle7
Definition wstag726.c:47
FieldActorEntry actor2
Definition wstag726.c:209
AreaBattle area3Battle4
Definition wstag726.c:83
AreaBattle area3Battle3
Definition wstag726.c:82
AreaBattle area0Battle1
Definition wstag726.c:41
AreaBattle area2Battle0
Definition wstag726.c:66
u16 actor9Conditions[]
Definition wstag726.c:199
FieldActorEntry * stageActors[]
Definition wstag726.c:220
AreaBattle area1Battle2
Definition wstag726.c:55
AreaBattle area3Battle0
Definition wstag726.c:79
AreaBattle area0Battle6
Definition wstag726.c:46
FieldTalk actor1Talks[]
Definition wstag726.c:122
AreaBattle area3Battle2
Definition wstag726.c:81
FieldTalk actor0Talks[]
Definition wstag726.c:116
AreaBattle area3Battle1
Definition wstag726.c:80
AreaBattle area0Battle3
Definition wstag726.c:43
FieldActorEntry actor10
Definition wstag726.c:217
FieldTalk actor4Talks[]
Definition wstag726.c:134
u16 actor4Conditions[]
Definition wstag726.c:186
FieldActorEntry actor4
Definition wstag726.c:211
u16 actor3Conditions[]
Definition wstag726.c:181
AreaBattle area3Battle6
Definition wstag726.c:85
FieldTalk actor11Talks[]
Definition wstag726.c:162
FieldActorEntry actor8
Definition wstag726.c:215
ActorImage stageImages[]
Definition wstag726.c:95
FieldTalk actor6Talks[]
Definition wstag726.c:142
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV_0023.
Definition wstag726.c:20
AreaBattle area2Battle4
Definition wstag726.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag726.c:236
FieldActorEntry actor9
Definition wstag726.c:216
u16 actor8Conditions[]
Definition wstag726.c:194
u16 actor5Conditions[]
Definition wstag726.c:187
FieldTalk actor10Talks[]
Definition wstag726.c:158
FieldTalk actor3Talks[]
Definition wstag726.c:130
FieldTalk actor9Talks[]
Definition wstag726.c:154
BattleList area3Battles
Definition wstag726.c:87
AreaBattle area3Battle5
Definition wstag726.c:84
AreaBattle area0Battle5
Definition wstag726.c:45
BattleList area1Battles
Definition wstag726.c:61
BattleList area2Battles
Definition wstag726.c:74
FieldActorEntry actor12
Definition wstag726.c:219
AreaBattle area1Battle4
Definition wstag726.c:57
u16 actor6Conditions[]
Definition wstag726.c:188
AreaBattle area2Battle2
Definition wstag726.c:68
u16 actor0Talk2Conditions[]
Definition wstag726.c:115
AreaBattle area1Battle5
Definition wstag726.c:58
FieldActorEntry actor7
Definition wstag726.c:214
StageSlot stageSlots[]
Definition wstag726.c:267
AreaBattle area2Battle1
Definition wstag726.c:67
AreaBattle area1Battle3
Definition wstag726.c:56
AreaBattle area1Battle0
Definition wstag726.c:53
FieldActorEntry actor11
Definition wstag726.c:218
FieldActorEntry actor1
Definition wstag726.c:208
AreaBattle area0Battle0
Definition wstag726.c:40
AreaBattle area0Battle2
Definition wstag726.c:42
#define STAGE_FILE
Definition wstag726.c:17
AreaBattle area2Battle5
Definition wstag726.c:71
AreaBattle area1Battle1
Definition wstag726.c:54
u16 actor7Conditions[]
Definition wstag726.c:193
AreaBattle area2Battle3
Definition wstag726.c:69
u16 actor2Conditions[]
Definition wstag726.c:176
FieldTalk actor7Talks[]
Definition wstag726.c:146
AreaBattle area0Battle4
Definition wstag726.c:44
#define STAGE_TEXT
Definition wstag726.c:16
FieldTalk actor8Talks[]
Definition wstag726.c:150
FieldTalk actor12Talks[]
Definition wstag726.c:166
AreaBattle area3Battle7
Definition wstag726.c:86
BattleList area0Battles
Definition wstag726.c:48
AreaBattle area1Battle7
Definition wstag726.c:60
FieldActorEntry actor3
Definition wstag726.c:210
FieldBattles stageBattles[]
Definition wstag726.c:92
u16 actor12Conditions[]
Definition wstag726.c:206
u16 actor0Conditions[]
Definition wstag726.c:170