Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag761.c
Go to the documentation of this file.
1/*
2 * WSTAG761: Xuan Wu City, North Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG760.
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_03)
14#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
15#define STAGE_FILE 0x6C9
16#elif VERSION_EU
17#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
18#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
19#define STAGE_FILE 0x6D8
20#endif
21/*
22 * Sets the stage up: its map, actors, battles and events, playing BGM_0024;
23 * BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
24 */
48
50 SCRIPT_WALK(2, 0x4B0, 0x381, 5),
51 SCRIPT_PLACE(0x15, 0x4D1, 0x371),
52 SCRIPT_POSE(0x15, 1, 1),
55 SCRIPT_POSE(2, 1, 5),
56 SCRIPT_WAIT(6),
57 SCRIPT_WAIT(0x1E),
58 SCRIPT_TALK(0, 1, 0x15, 0),
59 SCRIPT_TALK(0, 1, 0x32D, 0),
61 SCRIPT_WAIT(0x1E),
62 SCRIPT_POSE(0x15, 0x36, 1),
64 SCRIPT_WAIT_ANIM(0x15),
65 SCRIPT_POSE(0x15, 0x37, 1),
66 SCRIPT_WAIT(0x5A),
67 SCRIPT_LEAVE(0xC11, 0, 0, 0),
69};
70AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
74AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
75AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
76AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
77AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
87AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
88AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
89AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
90AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
96AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
97AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
98AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
99AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
100AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
101AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
102AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
103AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
113AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
114AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
115AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
116AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
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 },
145};
164 PARTY_STAT(8), 0,
165 FLAG(0, 0), 1,
167 CODES_END,
168};
170 PARTY_STAT(0xA), 0,
171 PARTY_STAT(8), 1,
172 FLAG(0, 0), 1,
174 CODES_END,
175};
179 PARTY_STAT(0xA), 1,
180 PARTY_STAT(8), 1,
181 FLAG(0, 0), 1,
183 CODES_END,
184};
187 ITEM(0, 0x14), 0,
189 PARTY_STAT(0xA), 1,
190 PARTY_STAT(8), 1,
191 FLAG(0, 0), 1,
193 CODES_END,
194};
196 PARTY_STAT(0xB), 0,
197 ITEM(0, 0x14), 1,
199 PARTY_STAT(0xA), 1,
200 PARTY_STAT(8), 1,
201 FLAG(0, 0), 1,
203 CODES_END,
204};
206 PARTY_STAT(0xB), 1,
207 ITEM(0, 0x14), 1,
209 PARTY_STAT(0xA), 1,
210 PARTY_STAT(8), 1,
211 FLAG(0, 0), 1,
213 CODES_END,
214};
219u16 actor9Talk2Conditions[] = { FLAG(0, 1), 1, PARTY_STAT(0xB), 1, FLAG(0xE, 0x59), 0, CODES_END };
220u16 actor9Talk2Actions[] = { EVENT_BATTLE(1), 1, FLAG(0xE, 0x59), 1, CODES_END };
222 FLAG(0, 1), 1,
223 PARTY_STAT(0xB), 1,
224 FLAG(0xE, 0x59), 1,
225 PARTY_STAT(0xD), 0,
226 CODES_END,
227};
229 FLAG(0, 1), 1,
230 PARTY_STAT(0xB), 1,
231 FLAG(0xE, 0x59), 1,
232 PARTY_STAT(0xD), 1,
233 CODES_END,
234};
248 PARTY_STAT(8), 0,
249 FLAG(0, 1), 1,
251 CODES_END,
252};
254 PARTY_STAT(0xA), 0,
255 PARTY_STAT(8), 1,
256 FLAG(0, 1), 1,
258 CODES_END,
259};
262 FLAG(0xE, 0x3A), 0,
263 PARTY_STAT(0xA), 1,
264 PARTY_STAT(8), 1,
265 FLAG(0, 1), 1,
267 CODES_END,
268};
269u16 actor12Talk5Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x3A), 1, CODES_END };
271 ITEM(0, 0x14), 0,
272 FLAG(0xE, 0x3A), 1,
273 PARTY_STAT(0xA), 1,
274 PARTY_STAT(8), 1,
275 FLAG(0, 1), 1,
277 CODES_END,
278};
280 PARTY_STAT(0xB), 0,
281 ITEM(0, 0x14), 1,
282 FLAG(0xE, 0x3A), 1,
283 PARTY_STAT(0xA), 1,
284 PARTY_STAT(8), 1,
285 FLAG(0, 1), 1,
287 CODES_END,
288};
290 PARTY_STAT(0xB), 1,
291 ITEM(0, 0x14), 1,
292 FLAG(0xE, 0x3A), 1,
293 PARTY_STAT(0xA), 1,
294 PARTY_STAT(8), 1,
295 FLAG(0, 1), 1,
297 CODES_END,
298};
303u16 actor13Talk2Conditions[] = { FLAG(0, 0), 1, PARTY_STAT(0xB), 1, FLAG(0xE, 0x58), 0, CODES_END };
304u16 actor13Talk2Actions[] = { EVENT_BATTLE(0), 1, FLAG(0xE, 0x58), 1, CODES_END };
306 FLAG(0, 0), 1,
307 PARTY_STAT(0xB), 1,
308 FLAG(0xE, 0x58), 1,
309 PARTY_STAT(0xD), 0,
310 CODES_END,
311};
313 FLAG(0, 0), 1,
314 PARTY_STAT(0xB), 1,
315 FLAG(0xE, 0x58), 1,
316 PARTY_STAT(0xD), 1,
317 CODES_END,
318};
329 { NULL, actor0Talk0Actions, 0x1A3 },
330 { NULL, NULL, 0 },
331};
333 { NULL, actor1Talk0Actions, 0x1A2 },
334 { NULL, NULL, 0 },
335};
337 { NULL, actor2Talk0Actions, 0x1A8 },
338 { NULL, NULL, 0 },
339};
341 { NULL, actor3Talk0Actions, 0x1A4 },
342 { NULL, NULL, 0 },
343};
345 { NULL, actor4Talk0Actions, 0x1A5 },
346 { NULL, NULL, 0 },
347};
349 { NULL, actor5Talk0Actions, 0x16B },
350 { NULL, NULL, 0 },
351};
353 { NULL, NULL, 0x179 },
354 { NULL, NULL, 0 },
355};
357 { NULL, NULL, 0x17B },
358 { NULL, NULL, 0 },
359};
387 { NULL, NULL, 0x132 },
388 { NULL, NULL, 0 },
389};
417 { NULL, NULL, 0x184 },
418 { NULL, NULL, 0 },
419};
421 { NULL, NULL, 0x17A },
422 { NULL, NULL, 0 },
423};
425 { NULL, NULL, 0x17A },
426 { NULL, NULL, 0 },
427};
429 { NULL, NULL, 0x17C },
430 { NULL, NULL, 0 },
431};
433 { NULL, NULL, 0x17C },
434 { NULL, NULL, 0 },
435};
437 { actor20Talk0Conditions, NULL, 0x20D },
439 { NULL, NULL, 0 },
440};
488FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 1073, 798, 1 };
489FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 1233, 881, 1 };
490FieldActorEntry actor2 = { NULL, actor2Talks, 0x16, 6, 705, 597, 1 };
491FieldActorEntry actor3 = { NULL, actor3Talks, 0x17, 7, 626, 557, 1 };
492FieldActorEntry actor4 = { NULL, actor4Talks, 0x18, 8, 1283, 541, 1 };
494FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x25, 0xA, 593, 702, 1 };
495FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x26, 0xB, 745, 777, 1 };
496FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x45, 0xC, 290, 490, 7 };
497FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x45, 0xC, 290, 490, 7 };
508FieldActorEntry actor20 = { NULL, actor20Talks, 0xCE, 0x10, 1041, 657, 3 };
510 &actor0,
511 &actor1,
512 &actor2,
513 &actor3,
514 &actor4,
515 &actor5,
516 &actor6,
517 &actor7,
518 &actor8,
519 &actor9,
520 &actor10,
521 &actor11,
522 &actor12,
523 &actor13,
524 &actor14,
525 &actor15,
526 &actor16,
527 &actor17,
528 &actor18,
529 &actor19,
530 &actor20,
531 NULL,
532};
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 },
543};
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 },
551};
552void (*stageFuncs[])(void) = {
554};
556 { 1241, script1241, EVENT_TEXT(7), NULL, NULL },
557 { -1, NULL, 0, NULL, NULL },
558};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
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.
Definition stage.h:732
#define SLOT_CLIMB_UP
Definition field_map.h:256
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#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...
Definition field_map.h:161
#define FIELD_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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 SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#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...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#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_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
Definition sound.h:105
#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_GENBU_CITY
BGM_0024: Genbu City.
Definition sound.h:100
#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
#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 FLAG_XUAN_WU_CITY_KULON_SHIELD_FOUND
wstag761: chest that gives the Kulon Shield, "I got" text; its conditions test it 0
Definition story.h:409
#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_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...
Definition story.h:956
#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
#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...
Definition story.h:1982
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
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
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
FieldEvent * events
up to the first id -1
Definition field_map.h:451
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
s32(* checkCondition)(u16 code, u16 value)
Definition game_state.h:53
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 actor0Talk0Actions[]
Definition wstag761.c:146
AreaBattle area2Battle7
Definition wstag761.c:103
u16 actor10Talk2Conditions[]
Definition wstag761.c:239
FieldActorEntry actor0
Definition wstag761.c:488
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag761.c:552
FieldActorEntry actor6
Definition wstag761.c:494
u16 actor8Talk7Conditions[]
Definition wstag761.c:195
u16 actor8Talk4Actions[]
Definition wstag761.c:176
u16 actor11Conditions[]
Definition wstag761.c:459
u16 actor10Talk1Actions[]
Definition wstag761.c:238
FieldTalk actor2Talks[]
Definition wstag761.c:336
AreaBattle area2Battle6
Definition wstag761.c:102
u16 actor8Talk1Conditions[]
Definition wstag761.c:159
s16 script1241[]
Definition wstag761.c:49
u16 actor9Talk4Actions[]
Definition wstag761.c:235
u16 actor8Talk3Conditions[]
Definition wstag761.c:163
u16 actor10Conditions[]
Definition wstag761.c:458
u16 actor18Conditions[]
Definition wstag761.c:482
u16 actor13Talk2Conditions[]
Definition wstag761.c:303
FieldActorEntry actor17
Definition wstag761.c:505
u16 actor20Talk1Conditions[]
Definition wstag761.c:326
u16 actor12Talk2Conditions[]
Definition wstag761.c:245
u16 actor10Talk2Actions[]
Definition wstag761.c:240
FieldTalk actor14Talks[]
Definition wstag761.c:410
FieldActorEntry actor18
Definition wstag761.c:506
FieldTalk actor5Talks[]
Definition wstag761.c:348
AreaBattle area1Battle6
Definition wstag761.c:89
u16 actor8Talk6Conditions[]
Definition wstag761.c:186
FieldActorEntry actor5
Definition wstag761.c:493
AreaBattle area0Battle7
Definition wstag761.c:77
FieldActorEntry actor2
Definition wstag761.c:490
u16 actor8Talk2Conditions[]
Definition wstag761.c:161
u16 actor9Talk0Conditions[]
Definition wstag761.c:216
u16 actor9Talk2Actions[]
Definition wstag761.c:220
AreaBattle area3Battle4
Definition wstag761.c:113
AreaBattle area3Battle3
Definition wstag761.c:112
AreaBattle area0Battle1
Definition wstag761.c:71
FieldActorEntry actor19
Definition wstag761.c:507
AreaBattle area2Battle0
Definition wstag761.c:96
u16 actor12Talk2Actions[]
Definition wstag761.c:246
u16 actor9Conditions[]
Definition wstag761.c:457
u16 actor8Talk5Conditions[]
Definition wstag761.c:177
FieldActorEntry * stageActors[]
Definition wstag761.c:509
AreaBattle area1Battle2
Definition wstag761.c:85
u16 actor12Talk8Actions[]
Definition wstag761.c:299
AreaBattle area3Battle0
Definition wstag761.c:109
u16 actor10Talk1Conditions[]
Definition wstag761.c:237
u16 actor13Talk4Actions[]
Definition wstag761.c:319
u16 actor12Talk0Actions[]
Definition wstag761.c:242
u16 actor12Talk4Conditions[]
Definition wstag761.c:253
AreaBattle area0Battle6
Definition wstag761.c:76
u16 actor10Talk0Conditions[]
Definition wstag761.c:236
FieldTalk actor1Talks[]
Definition wstag761.c:332
u16 actor13Conditions[]
Definition wstag761.c:469
AreaBattle area3Battle2
Definition wstag761.c:111
u16 actor13Talk0Conditions[]
Definition wstag761.c:300
u16 actor14Talk1Actions[]
Definition wstag761.c:322
FieldTalk actor0Talks[]
Definition wstag761.c:328
AreaBattle area3Battle1
Definition wstag761.c:110
AreaBattle area0Battle3
Definition wstag761.c:73
FieldTalk actor20Talks[]
Definition wstag761.c:436
FieldActorEntry actor10
Definition wstag761.c:498
u16 actor2Talk0Actions[]
Definition wstag761.c:148
u16 actor19Conditions[]
Definition wstag761.c:487
FieldTalk actor4Talks[]
Definition wstag761.c:344
FieldActorEntry actor4
Definition wstag761.c:492
AreaBattle area3Battle6
Definition wstag761.c:115
FieldTalk actor17Talks[]
Definition wstag761.c:424
u16 actor8Talk8Conditions[]
Definition wstag761.c:205
FieldTalk actor11Talks[]
Definition wstag761.c:386
FieldActorEntry actor8
Definition wstag761.c:496
ActorImage stageImages[]
Definition wstag761.c:125
u16 actor14Talk1Conditions[]
Definition wstag761.c:321
FieldTalk actor6Talks[]
Definition wstag761.c:352
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0024; BGM_0029 instead except at ...
Definition wstag761.c:25
u16 actor12Talk5Conditions[]
Definition wstag761.c:261
u16 actor12Talk0Conditions[]
Definition wstag761.c:241
u16 actor13Talk0Actions[]
Definition wstag761.c:301
FieldTalk actor19Talks[]
Definition wstag761.c:432
AreaBattle area2Battle4
Definition wstag761.c:100
u16 actor13Talk3Conditions[]
Definition wstag761.c:305
u16 actor8Talk1Actions[]
Definition wstag761.c:160
u16 actor16Conditions[]
Definition wstag761.c:476
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag761.c:533
u16 actor12Talk5Actions[]
Definition wstag761.c:269
FieldActorEntry actor9
Definition wstag761.c:497
u16 actor8Conditions[]
Definition wstag761.c:452
FieldActorEntry actor20
Definition wstag761.c:508
u16 actor12Talk3Conditions[]
Definition wstag761.c:247
u16 actor9Talk1Conditions[]
Definition wstag761.c:218
u16 actor5Conditions[]
Definition wstag761.c:441
FieldTalk actor10Talks[]
Definition wstag761.c:380
FieldTalk actor3Talks[]
Definition wstag761.c:340
FieldTalk actor9Talks[]
Definition wstag761.c:372
BattleList area3Battles
Definition wstag761.c:117
u16 actor8Talk2Actions[]
Definition wstag761.c:162
AreaBattle area3Battle5
Definition wstag761.c:114
AreaBattle area0Battle5
Definition wstag761.c:75
BattleList area1Battles
Definition wstag761.c:91
FieldTalk actor15Talks[]
Definition wstag761.c:416
u16 actor5Talk0Actions[]
Definition wstag761.c:151
u16 actor12Talk7Conditions[]
Definition wstag761.c:279
BattleList area2Battles
Definition wstag761.c:104
FieldActorEntry actor15
Definition wstag761.c:503
FieldActorEntry actor12
Definition wstag761.c:500
FieldActorEntry actor16
Definition wstag761.c:504
u16 actor15Conditions[]
Definition wstag761.c:471
AreaBattle area1Battle4
Definition wstag761.c:87
u16 actor6Conditions[]
Definition wstag761.c:442
AreaBattle area2Battle2
Definition wstag761.c:98
u16 actor12Talk1Conditions[]
Definition wstag761.c:243
u16 actor12Talk1Actions[]
Definition wstag761.c:244
AreaBattle area1Battle5
Definition wstag761.c:88
u16 actor12Talk6Conditions[]
Definition wstag761.c:270
u16 actor14Conditions[]
Definition wstag761.c:470
FieldActorEntry actor7
Definition wstag761.c:495
StageSlot stageSlots[]
Definition wstag761.c:544
AreaBattle area2Battle1
Definition wstag761.c:97
u16 actor1Talk0Actions[]
Definition wstag761.c:147
FieldActorEntry actor13
Definition wstag761.c:501
u16 actor8Talk0Actions[]
Definition wstag761.c:158
u16 actor8Talk4Conditions[]
Definition wstag761.c:169
AreaBattle area1Battle3
Definition wstag761.c:86
AreaBattle area1Battle0
Definition wstag761.c:83
u16 actor14Talk2Actions[]
Definition wstag761.c:324
u16 actor13Talk4Conditions[]
Definition wstag761.c:312
FieldActorEntry actor11
Definition wstag761.c:499
FieldActorEntry actor1
Definition wstag761.c:489
AreaBattle area0Battle0
Definition wstag761.c:70
u16 actor9Talk0Actions[]
Definition wstag761.c:217
AreaBattle area0Battle2
Definition wstag761.c:72
FieldTalk actor13Talks[]
Definition wstag761.c:402
#define STAGE_FILE
Definition wstag761.c:19
AreaBattle area2Battle5
Definition wstag761.c:101
u16 actor4Talk0Actions[]
Definition wstag761.c:150
u16 actor8Talk8Actions[]
Definition wstag761.c:215
AreaBattle area1Battle1
Definition wstag761.c:84
u16 actor9Talk4Conditions[]
Definition wstag761.c:228
u16 actor7Conditions[]
Definition wstag761.c:447
AreaBattle area2Battle3
Definition wstag761.c:99
u16 actor13Talk1Conditions[]
Definition wstag761.c:302
FieldTalk actor18Talks[]
Definition wstag761.c:428
u16 actor20Talk0Conditions[]
Definition wstag761.c:325
FieldTalk actor7Talks[]
Definition wstag761.c:356
u16 actor9Talk2Conditions[]
Definition wstag761.c:219
u16 actor14Talk2Conditions[]
Definition wstag761.c:323
AreaBattle area0Battle4
Definition wstag761.c:74
u16 actor9Talk3Conditions[]
Definition wstag761.c:221
u16 actor20Talk1Actions[]
Definition wstag761.c:327
#define STAGE_TEXT
Definition wstag761.c:17
u16 actor8Talk5Actions[]
Definition wstag761.c:185
u16 actor3Talk0Actions[]
Definition wstag761.c:149
FieldTalk actor8Talks[]
Definition wstag761.c:360
u16 actor12Talk4Actions[]
Definition wstag761.c:260
FieldTalk actor12Talks[]
Definition wstag761.c:390
AreaBattle area3Battle7
Definition wstag761.c:116
BattleList area0Battles
Definition wstag761.c:78
u16 actor8Talk0Conditions[]
Definition wstag761.c:157
AreaBattle area1Battle7
Definition wstag761.c:90
u16 actor12Talk8Conditions[]
Definition wstag761.c:289
FieldTalk actor16Talks[]
Definition wstag761.c:420
u16 actor17Conditions[]
Definition wstag761.c:481
FieldActorEntry actor3
Definition wstag761.c:491
FieldBattles stageBattles[]
Definition wstag761.c:122
u16 actor13Talk2Actions[]
Definition wstag761.c:304
FieldActorEntry actor14
Definition wstag761.c:502
FieldEvent stageEvents[]
Definition wstag761.c:555
u16 actor12Conditions[]
Definition wstag761.c:464
u16 actor14Talk0Conditions[]
Definition wstag761.c:320