12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
14#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
15#define STAGE_FILE 0x6C9
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
18#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
19#define STAGE_FILE 0x6D8
126 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
127 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
128 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
129 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
130 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
131 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
132 { 0x140, 0x100, 0x176, 0x198, 0xD8, 0x98, 0x170, 0x1FB },
133 { 0x140, 0x100, 0x170, 0x100, 0xC0, 0, 0x160, 0x1FA },
134 { 0x140, 0x100, 0x168, 0x158, 0xA0, 0x58, 0x170, 0x1FA },
135 { 0x140, 0x100, 0x170, 0x158, 0xC0, 0x58, 0x150, 0x1F9 },
136 { 0x140, 0x100, 0x16E, 0x130, 0xB8, 0x30, 0x160, 0x1F9 },
137 { 0x140, 0x100, 0x168, 0x134, 0xA0, 0x34, 0x170, 0x1F9 },
138 { 0x140, 0x100, 0x160, 0x134, 0x80, 0x34, 0x150, 0x1F8 },
139 { 0x140, 0x100, 0x140, 0x154, 0, 0x54, 0x160, 0x1F8 },
140 { 0x140, 0x100, 0x148, 0x160, 0x20, 0x60, 0x170, 0x1F8 },
141 { 0x140, 0x100, 0x150, 0x164, 0x40, 0x64, 0x150, 0x1F7 },
142 { 0x140, 0x100, 0x166, 0x1A0, 0x98, 0xA0, 0x160, 0x1F7 },
143 { 0x140, 0x100, 0x140, 0x1A4, 0, 0xA4, 0x170, 0x1F7 },
144 { 0x140, 0x100, 0x156, 0x134, 0x58, 0x34, 0x150, 0x1F6 },
534 { 1, 0, 0x40, 6, 0x33, 2, 0, 5, 6, 0, 1273, 492, 0, 0 },
535 { 1, 0, 0x40, 6, 0x32, 2, 0, 0xB, 6, 0, 1277, 496, 0, 0 },
536 { 1, 0, 0x40, 6, 0x34, 1, 0x34, 0x3B, 6, 0, 1184, 497, 0, 0 },
537 { 1, 0, 0x40, 6, 0x3C, 2, 0, 3, 6, 0, 1180, 483, 0, 0 },
538 { 1, 0, 0x40, 6, 3, 0, 0, 0, 0, 0, 1272, 754, 0, 0 },
539 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 325, 419, 441, 0 },
540 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 388, 386, 410, 0 },
541 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 1104, 797, 832, 0 },
542 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
545 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x2D5, 0x344, 0x196, 1, 0, 0, 0 },
546 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x2D5, 0x318, 0x264, 1, 0, 0, 0 },
547 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_EXIT, 0x2D5, 0x404, 0x1F6, 1, 0, 0, 0 },
548 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_DOWN, 5, 0x49E, 0x2F0, 0, 0, 0, 0 },
549 { { {
CODES_END, 0 }, {
CODES_END, 0 } },
SLOT_CLIMB_UP, 5, 0x48F, 0x348, 0, 0, 0, 0 },
550 { { {
CODES_END, 0 }, {
CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
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 EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
#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 FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
#define PARTY_STAT(id)
checkPartyStat
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
#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(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
#define MUSIC_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
#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_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
#define FLAG_XUAN_WU_CITY_KULON_SHIELD_FOUND
wstag761: chest that gives the Kulon Shield, "I got" text; its conditions test it 0
#define FLAG_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
#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...
#define FLAG_XUAN_WU_CITY_TROOPER_FOUGHT
wstag761 (Xuan Wu City): a Trooper says "Oh, you're that tamer! Let's battle!" and starts a battle; s...
#define SPECIAL_STORY_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
#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 battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
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,...
s32(* checkCondition)(u16 code, u16 value)
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,...
u16 actor10Talk2Conditions[]
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
u16 actor8Talk7Conditions[]
u16 actor10Talk1Actions[]
u16 actor8Talk1Conditions[]
u16 actor8Talk3Conditions[]
u16 actor13Talk2Conditions[]
u16 actor20Talk1Conditions[]
u16 actor12Talk2Conditions[]
u16 actor10Talk2Actions[]
u16 actor8Talk6Conditions[]
u16 actor8Talk2Conditions[]
u16 actor9Talk0Conditions[]
u16 actor12Talk2Actions[]
u16 actor8Talk5Conditions[]
FieldActorEntry * stageActors[]
u16 actor12Talk8Actions[]
u16 actor10Talk1Conditions[]
u16 actor13Talk4Actions[]
u16 actor12Talk0Actions[]
u16 actor12Talk4Conditions[]
u16 actor10Talk0Conditions[]
u16 actor13Talk0Conditions[]
u16 actor14Talk1Actions[]
u16 actor8Talk8Conditions[]
u16 actor14Talk1Conditions[]
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0024; BGM_0029 instead except at ...
u16 actor12Talk5Conditions[]
u16 actor12Talk0Conditions[]
u16 actor13Talk0Actions[]
u16 actor13Talk3Conditions[]
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
u16 actor12Talk5Actions[]
u16 actor12Talk3Conditions[]
u16 actor9Talk1Conditions[]
u16 actor12Talk7Conditions[]
u16 actor12Talk1Conditions[]
u16 actor12Talk1Actions[]
u16 actor12Talk6Conditions[]
u16 actor8Talk4Conditions[]
u16 actor14Talk2Actions[]
u16 actor13Talk4Conditions[]
u16 actor9Talk4Conditions[]
u16 actor13Talk1Conditions[]
u16 actor20Talk0Conditions[]
u16 actor9Talk2Conditions[]
u16 actor14Talk2Conditions[]
u16 actor9Talk3Conditions[]
u16 actor20Talk1Actions[]
u16 actor12Talk4Actions[]
u16 actor8Talk0Conditions[]
u16 actor12Talk8Conditions[]
FieldBattles stageBattles[]
u16 actor13Talk2Actions[]
u16 actor14Talk0Conditions[]