11#if VERSION_US || VERSION_JP
12#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
13#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
14#define STAGE_FILE 0x709
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
17#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
18#define STAGE_FILE 0x719
68 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
69 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
70 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
71 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
72 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
73 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
74 { 0x140, 0x100, 0x168, 0x188, 0xA0, 0x88, 0x170, 0x1FB },
75 { 0x140, 0x100, 0x170, 0x100, 0xC0, 0, 0x160, 0x1FA },
76 { 0x140, 0x100, 0x170, 0x158, 0xC0, 0x58, 0x170, 0x1FA },
77 { 0x140, 0x100, 0x148, 0x160, 0x20, 0x60, 0x150, 0x1F9 },
78 { 0x140, 0x100, 0x16E, 0x130, 0xB8, 0x30, 0x160, 0x1F9 },
79 { 0x140, 0x100, 0x168, 0x134, 0xA0, 0x34, 0x170, 0x1F9 },
80 { 0x140, 0x100, 0x160, 0x134, 0x80, 0x34, 0x150, 0x1F8 },
81 { 0x140, 0x100, 0x140, 0x154, 0, 0x54, 0x160, 0x1F8 },
82 { 0x140, 0x100, 0x168, 0x158, 0xA0, 0x58, 0x170, 0x1F8 },
83 { 0x140, 0x100, 0x148, 0x1A0, 0x20, 0xA0, 0x150, 0x1F7 },
84 { 0x140, 0x100, 0x170, 0x1A0, 0xC0, 0xA0, 0x160, 0x1F7 },
85 { 0x140, 0x100, 0x140, 0x1A4, 0, 0xA4, 0x170, 0x1F7 },
86 { 0x140, 0x100, 0x150, 0x1A4, 0x40, 0xA4, 0x150, 0x1F6 },
87 { 0x140, 0x100, 0x158, 0x1A4, 0x60, 0xA4, 0x160, 0x1F6 },
88 { 0x140, 0x100, 0x156, 0x134, 0x58, 0x34, 0x170, 0x1F6 },
437 { 1, 0, 0x40, 6, 0x33, 2, 0, 5, 6, 0, 1273, 492, 0, 0 },
438 { 1, 0, 0x40, 6, 0x32, 2, 0, 0xB, 6, 0, 1277, 496, 0, 0 },
439 { 1, 0, 0x40, 6, 0x34, 1, 0x34, 0x3B, 6, 0, 1184, 497, 0, 0 },
440 { 1, 0, 0x40, 6, 0x3C, 2, 0, 3, 6, 0, 1180, 483, 0, 0 },
441 { 1, 0, 0x40, 6, 3, 0, 0, 0, 0, 0, 1272, 754, 0, 0 },
442 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 1104, 797, 832, 0 },
443 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 325, 419, 441, 0 },
444 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 388, 386, 410, 0 },
445 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
448 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x26E, 0x344, 0x196, 1, 0, 0, 0 },
449 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x26E, 0x318, 0x264, 1, 0, 0, 0 },
450 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x26E, 0x404, 0x1F6, 1, 0, 0, 0 },
451 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 5, 0x49E, 0x2F0, 0, 0, 0, 0 },
452 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 5, 0x48F, 0x348, 0, 0, 0, 0 },
453 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
GameState GAME
The save data, the game mode and the methods.
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
#define FIELD_COMMAND_PLAY_SAVEDEMO
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
#define SCRIPT_WAIT_BOX
until box 0 closes
#define SLOT_EXIT
The kinds of StageSlot (type).
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
#define SCRIPT_WAIT(frames)
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
FieldState FIELDSTG_state
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
#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...
#define PROGRESS(n)
GAME.progress is n.
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
#define MUSIC_GENBU_CITY
BGM_0024: Genbu City.
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define FLAG_GENBU_CITY_LIFE_DISK_FOUND
wstag760: chest that gives the Life Disk, "I got" text; its conditions test it 0
@ STORY_BLACK_ID_PASS
WSTAG756 (Battle Gate), event 911: the Black ID Pass.
@ STORY_WHITE_ID_PASS
WSTAG676 (Bai Hu Dome), event 901: the General says the A.o.A came on Bulbmon (the White ID Pass)
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
@ STORY_WAY_TO_AMATERASU
WSTAG305, events 893 and 895: the way into Amaterasu City, the A.o.A's headquarters,...
@ STORY_DE_KNOWLEDGE
WSTAG526 (Zhu Que UG Lake), event 760: the fight with Zanbamon (the DE Knowledge)
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
@ STORY_GENBU_BADGE
WSTAG755 (Battle Gate), event 781: the Xuen Wu Chief, who holds the Black ID Pass,...
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
@ STORY_NETWORK_OFFLINE
WSTAG750, event 886: the news say the Optical Network is offline.
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
#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...
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
FieldEvent * events
up to the first id -1
s32 soundBank
SOUND.loadBank's, or 0.
StageTile * objects
the map objects, up to the first margin 0
s32 imageFile
or an image archive file, or 0
Vec2 start
where the player starts
StageSlot * slots
up to the first type 0
ActorImage * actors
then the actors', from actors[2]
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
s32 startDir
and its direction
s32 textFile
the stage's text file, for the talks
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
FieldActorEntry * stageActors[]
u16 actor46Talk0Actions[]
void setupStage(void)
Sets the stage up: its map, actors and events, playing BGM_0024; BGM_0029 instead at story steps 0x27...
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)