Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag810.c File Reference

WSTAG810: Gunslinger 1F, Spy Satellite. More...

Include dependency graph for wstag810.c:

Go to the source code of this file.

Macros

#define STAGE_FILE   0x6ED
 
#define STAGE_CHILDREN_SIZE   0x104
 
#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_07)
 
#define EVENT_TEXT_FILE   (TEXT_EVENTS_800 - 1)
 

Functions

void updateTilePairN (StageTilePairN *task)
 Shows the first map object animated while running; when done, both.
 
void handleCommands842To844 (StageTilePairN *task, s32 id)
 Plays the first map object's one-shot animation when the event of map object 0x35B happens.
 
static void * createTilePairN (s32 arg, s32 anim)
 Creates the tile pair object of animations ANIM and ANIM + 1 with the id ARG.
 
void * createTilePairN1 (s32 arg)
 Creates the tile pair object of animations 1 and 2.
 
void * createTilePairN3 (s32 arg)
 Creates the tile pair object of animations 3 and 4.
 
void * createTilePairN5 (s32 arg)
 Creates the tile pair object of animations 5 and 6.
 
void * createTilePairNDone (s32 anim)
 Creates the tile pair object of animations anim and anim + 1, started in TASK_DONE.
 
void updateStage (StageTask *task, void **children)
 Creates the stage's 62 effects and its three tile pairs, started by flags 0x406E, 0x406F and 0x406D.
 
void * startEvent9000 (void)
 Puts back the first triggers map when GAME.altTriggers is set, and clears it.
 
void * startEvent9001 (void)
 Switches to the second triggers map when GAME.altTriggers is clear, and sets it.
 
void endEvent990 (void)
 After event 990, with the player: sets flag 0x1C3A (which decides whether actor 0 appears) and keeps it from playing again.
 
void endEvent1000 (void)
 After event 1000, with the player: sets flag 0x1C3B (which decides whether actor 1 appears) and keeps it from playing again.
 
void endEvent1010 (void)
 After event 1010, with the player: sets flag 0x1C3C (which decides whether actor 2 appears) and keeps it from playing again.
 
void endEvent1035 (void)
 After event 1035, with the player: moves the story on to STORY_GUNSLINGER.
 
void setupStage (void)
 Sets the stage up: its map, actors, battles and events, playing BGM_0026, with the first triggers map when the player comes in, and the second one kept when back from a battle or a menu that left it in use.
 

Variables

AnimFrame updateTilePairNFrames0 []
 Defined below, after the code that uses them.
 
AnimFrame updateTilePairNFrames2 []
 
AnimFrame updateTilePairNFrames1 []
 
StageEffectSpot updateStageSpots []
 
StageSlot stageSlots0 []
 
StageSlot stageSlots1 []
 
s16 script990 []
 
s16 script1000 []
 
s16 script1010 []
 
s16 script1035 []
 
AnimFrame effectClutFrames []
 
AnimFrame effectFrames []
 
AreaBattle area0Battle0 = { 185, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle1 = { 185, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle2 = { 185, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle3 = { 135, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle4 = { 135, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle5 = { 135, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle6 = { 140, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle7 = { 140, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
BattleList area0Battles
 
AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area1Battles
 
AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area2Battles
 
AreaBattle area3Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
BattleList area3Battles
 
FieldBattles stageBattles []
 
ActorImage stageImages []
 
FieldTalk actor0Talks []
 
FieldTalk actor1Talks []
 
FieldTalk actor2Talks []
 
u16 actor0Conditions [] = { (( 0x1C ) << 8 | ( 0x3A )) , 0, 0xFFFF }
 
u16 actor1Conditions [] = { (( 0x1C ) << 8 | ( 0x3B )) , 0, 0xFFFF }
 
u16 actor2Conditions [] = { (( 0x1C ) << 8 | ( 0x3C )) , 0, 0xFFFF }
 
FieldActorEntry actor0 = { actor0Conditions, actor0Talks, 0x180, 4, 369, 912, 7 }
 
FieldActorEntry actor1 = { actor1Conditions, actor1Talks, 0x181, 5, 400, 800, 7 }
 
FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0x182, 6, 208, 704, 7 }
 
FieldActorEntry * stageActors []
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
void(* stageFuncs [])(void)
 The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.
 
FieldEvent stageEvents []
 

Detailed Description

WSTAG810: Gunslinger 1F, Spy Satellite.

Reached from Amaterasu's A.o.A Headquarters (WSTAG311); its blocks open from panels.

Definition in file wstag810.c.

Macro Definition Documentation

◆ STAGE_FILE

#define STAGE_FILE   0x6ED

Definition at line 11 of file wstag810.c.

◆ STAGE_CHILDREN_SIZE

#define STAGE_CHILDREN_SIZE   0x104

Definition at line 182 of file wstag810.c.

◆ STAGE_TEXT

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_07)

Definition at line 246 of file wstag810.c.

◆ EVENT_TEXT_FILE

#define EVENT_TEXT_FILE   (TEXT_EVENTS_800 - 1)

Definition at line 247 of file wstag810.c.

Function Documentation

◆ updateTilePairN()

void updateTilePairN ( StageTilePairN *  task)

Shows the first map object animated while running; when done, both.

Definition at line 25 of file wstag810.c.

Referenced by createTilePairN(), and createTilePairNDone().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ handleCommands842To844()

void handleCommands842To844 ( StageTilePairN *  task,
s32  id 
)

Plays the first map object's one-shot animation when the event of map object 0x35B happens.

Definition at line 104 of file wstag810.c.

◆ createTilePairN()

static void * createTilePairN ( s32  arg,
s32  anim 
)
inlinestatic

Creates the tile pair object of animations ANIM and ANIM + 1 with the id ARG.

Definition at line 114 of file wstag810.c.

Referenced by createTilePairN1(), createTilePairN3(), and createTilePairN5().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ createTilePairN1()

void * createTilePairN1 ( s32  arg)

Creates the tile pair object of animations 1 and 2.

Definition at line 123 of file wstag810.c.

Referenced by updateStage().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ createTilePairN3()

void * createTilePairN3 ( s32  arg)

Creates the tile pair object of animations 3 and 4.

Definition at line 128 of file wstag810.c.

Referenced by updateStage().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ createTilePairN5()

void * createTilePairN5 ( s32  arg)

Creates the tile pair object of animations 5 and 6.

Definition at line 133 of file wstag810.c.

Referenced by updateStage().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ createTilePairNDone()

void * createTilePairNDone ( s32  anim)

Creates the tile pair object of animations anim and anim + 1, started in TASK_DONE.

Definition at line 138 of file wstag810.c.

Referenced by updateStage().

Here is the call graph for this function:
Here is the caller graph for this function:

◆ updateStage()

void updateStage ( StageTask *  task,
void **  children 
)

Creates the stage's 62 effects and its three tile pairs, started by flags 0x406E, 0x406F and 0x406D.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 147 of file wstag810.c.

Here is the call graph for this function:

◆ startEvent9000()

void * startEvent9000 ( void  )

Puts back the first triggers map when GAME.altTriggers is set, and clears it.

< a cell's value: a direction (3 bits) and a StageSlot (5)

Definition at line 191 of file wstag810.c.

Referenced by setupStage().

Here is the caller graph for this function:

◆ startEvent9001()

void * startEvent9001 ( void  )

Switches to the second triggers map when GAME.altTriggers is clear, and sets it.

< a cell's value: a direction (3 bits) and a StageSlot (5)

Definition at line 201 of file wstag810.c.

Referenced by setupStage().

Here is the caller graph for this function:

◆ endEvent990()

void endEvent990 ( void  )

After event 990, with the player: sets flag 0x1C3A (which decides whether actor 0 appears) and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 214 of file wstag810.c.

◆ endEvent1000()

void endEvent1000 ( void  )

After event 1000, with the player: sets flag 0x1C3B (which decides whether actor 1 appears) and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 223 of file wstag810.c.

◆ endEvent1010()

void endEvent1010 ( void  )

After event 1010, with the player: sets flag 0x1C3C (which decides whether actor 2 appears) and keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 232 of file wstag810.c.

◆ endEvent1035()

void endEvent1035 ( void  )

After event 1035, with the player: moves the story on to STORY_GUNSLINGER.

Definition at line 238 of file wstag810.c.

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors, battles and events, playing BGM_0026, with the first triggers map when the player comes in, and the second one kept when back from a battle or a menu that left it in use.

Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

< BGM_0026: the Gunslinger (the Spy Satellite)

< BGM_0026: the Gunslinger (the Spy Satellite)

< a cell's value: its battle area (FieldBattles), or 0

Definition at line 254 of file wstag810.c.

Here is the call graph for this function:

Variable Documentation

◆ updateTilePairNFrames0

AnimFrame updateTilePairNFrames0
Initial value:
= {
{ 0, 6 }, { 1, 6 }, { 2, 6 }, { 255, 0 },
}

Defined below, after the code that uses them.

Definition at line 470 of file wstag810.c.

Referenced by updateTilePairN().

◆ updateTilePairNFrames2

AnimFrame updateTilePairNFrames2
Initial value:
= {
{ 71, 4 }, { 72, 4 }, { 73, 4 }, { 74, 4 },
{ 75, 4 }, { 76, 4 }, { 77, 4 }, { 78, 4 },
{ 79, 4 }, { 80, 4 }, { 81, 4 }, { 82, 4 },
{ 83, 4 }, { 84, 4 }, { 255, 0 },
}

Definition at line 473 of file wstag810.c.

Referenced by handleCommands842To844(), and updateTilePairN().

◆ updateTilePairNFrames1

AnimFrame updateTilePairNFrames1
Initial value:
= {
{ 0, 6 }, { 1, 6 }, { 2, 6 }, { 3, 6 },
{ 4, 6 }, { 5, 6 }, { 255, 0 },
}

Definition at line 479 of file wstag810.c.

Referenced by updateTilePairN().

◆ updateStageSpots

StageEffectSpot updateStageSpots[]

Definition at line 483 of file wstag810.c.

Referenced by updateStage().

◆ stageSlots0

StageSlot stageSlots0[]

Definition at line 679 of file wstag810.c.

Referenced by startEvent9000().

◆ stageSlots1

StageSlot stageSlots1[]
Initial value:
= {
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x11C, 0xAA, 1, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x394, 0x2D2, 7, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x48C, 0x34E, 3, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x45C, 0x20A, 1, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x3FC, 0x2A6, 3, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x184, 0xCA, 7, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x204, 0x12A, 7, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x104, 0x14A, 7, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x51C, 0x2CA, 1, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x1BC, 0x1A6, 3, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x51C, 0x30A, 1, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x84, 0xB6, 5, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x23C, 0x9A, 1, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0xC4, 0xD6, 5, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x3E4, 0x1BA, 7, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x2BC, 0x9A, 1, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x4EC, 0x372, 1, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x1A4, 0x9A, 7, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x4EC, 0x41E, 3, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x304, 0x18A, 7, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 13 , 0x2DD, 0x100, 0x2F8, 5, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 8 , 0x2328, 0, 0, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
}

Definition at line 713 of file wstag810.c.

Referenced by startEvent9001().

◆ script990

s16 script990[]

Definition at line 280 of file wstag810.c.

◆ script1000

s16 script1000[]

Definition at line 332 of file wstag810.c.

◆ script1010

s16 script1010[]

Definition at line 384 of file wstag810.c.

◆ script1035

s16 script1035[]

Definition at line 436 of file wstag810.c.

◆ effectClutFrames

AnimFrame effectClutFrames[]
Initial value:
= {
{ 0, 6 }, { 1, 6 }, { 2, 68 }, { 1, 4 },
{ 0, 4 }, { 255, 0 },
}

Definition at line 547 of file wstag810.c.

◆ effectFrames

AnimFrame effectFrames[]
Initial value:
= {
{ 0x12C, 18 }, { 1, 6 }, { 2, 6 }, { 3, 6 },
{ 4, 6 }, { 5, 4 }, { 6, 4 }, { 7, 4 },
{ 5, 4 }, { 6, 4 }, { 7, 4 }, { 5, 4 },
{ 6, 4 }, { 7, 4 }, { 5, 4 }, { 6, 4 },
{ 7, 4 }, { 4, 4 }, { 3, 4 }, { 2, 4 },
{ 1, 4 }, { 255, 0x3E7 },
}

Definition at line 551 of file wstag810.c.

◆ area0Battle0

AreaBattle area0Battle0 = { 185, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 559 of file wstag810.c.

◆ area0Battle1

AreaBattle area0Battle1 = { 185, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 560 of file wstag810.c.

◆ area0Battle2

AreaBattle area0Battle2 = { 185, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 561 of file wstag810.c.

◆ area0Battle3

AreaBattle area0Battle3 = { 135, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 562 of file wstag810.c.

◆ area0Battle4

AreaBattle area0Battle4 = { 135, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 563 of file wstag810.c.

◆ area0Battle5

AreaBattle area0Battle5 = { 135, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 564 of file wstag810.c.

◆ area0Battle6

AreaBattle area0Battle6 = { 140, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 565 of file wstag810.c.

◆ area0Battle7

AreaBattle area0Battle7 = { 140, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 566 of file wstag810.c.

◆ area0Battles

BattleList area0Battles
Initial value:
= {
4,
}
AreaBattle area0Battle7
Definition wstag810.c:566
AreaBattle area0Battle1
Definition wstag810.c:560
AreaBattle area0Battle6
Definition wstag810.c:565
AreaBattle area0Battle3
Definition wstag810.c:562
AreaBattle area0Battle5
Definition wstag810.c:564
AreaBattle area0Battle0
Definition wstag810.c:559
AreaBattle area0Battle2
Definition wstag810.c:561
AreaBattle area0Battle4
Definition wstag810.c:563

Definition at line 567 of file wstag810.c.

◆ area1Battle0

AreaBattle area1Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 572 of file wstag810.c.

◆ area1Battle1

AreaBattle area1Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 573 of file wstag810.c.

◆ area1Battle2

AreaBattle area1Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 574 of file wstag810.c.

◆ area1Battle3

AreaBattle area1Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 575 of file wstag810.c.

◆ area1Battle4

AreaBattle area1Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 576 of file wstag810.c.

◆ area1Battle5

AreaBattle area1Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 577 of file wstag810.c.

◆ area1Battle6

AreaBattle area1Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 578 of file wstag810.c.

◆ area1Battle7

AreaBattle area1Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 579 of file wstag810.c.

◆ area1Battles

BattleList area1Battles
Initial value:
= {
0,
}
AreaBattle area1Battle6
Definition wstag810.c:578
AreaBattle area1Battle2
Definition wstag810.c:574
AreaBattle area1Battle4
Definition wstag810.c:576
AreaBattle area1Battle5
Definition wstag810.c:577
AreaBattle area1Battle3
Definition wstag810.c:575
AreaBattle area1Battle0
Definition wstag810.c:572
AreaBattle area1Battle1
Definition wstag810.c:573
AreaBattle area1Battle7
Definition wstag810.c:579

Definition at line 580 of file wstag810.c.

◆ area2Battle0

AreaBattle area2Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 585 of file wstag810.c.

◆ area2Battle1

AreaBattle area2Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 586 of file wstag810.c.

◆ area2Battle2

AreaBattle area2Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 587 of file wstag810.c.

◆ area2Battle3

AreaBattle area2Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 588 of file wstag810.c.

◆ area2Battle4

AreaBattle area2Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 589 of file wstag810.c.

◆ area2Battle5

AreaBattle area2Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 590 of file wstag810.c.

◆ area2Battle6

AreaBattle area2Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 591 of file wstag810.c.

◆ area2Battle7

AreaBattle area2Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 592 of file wstag810.c.

◆ area2Battles

BattleList area2Battles
Initial value:
= {
0,
}
AreaBattle area2Battle7
Definition wstag810.c:592
AreaBattle area2Battle6
Definition wstag810.c:591
AreaBattle area2Battle0
Definition wstag810.c:585
AreaBattle area2Battle4
Definition wstag810.c:589
AreaBattle area2Battle2
Definition wstag810.c:587
AreaBattle area2Battle1
Definition wstag810.c:586
AreaBattle area2Battle5
Definition wstag810.c:590
AreaBattle area2Battle3
Definition wstag810.c:588

Definition at line 593 of file wstag810.c.

◆ area3Battle0

AreaBattle area3Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 598 of file wstag810.c.

◆ area3Battle1

AreaBattle area3Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 599 of file wstag810.c.

◆ area3Battle2

AreaBattle area3Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 600 of file wstag810.c.

◆ area3Battle3

AreaBattle area3Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 601 of file wstag810.c.

◆ area3Battle4

AreaBattle area3Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 602 of file wstag810.c.

◆ area3Battle5

AreaBattle area3Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 603 of file wstag810.c.

◆ area3Battle6

AreaBattle area3Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 604 of file wstag810.c.

◆ area3Battle7

AreaBattle area3Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 605 of file wstag810.c.

◆ area3Battles

BattleList area3Battles
Initial value:
= {
0,
}
AreaBattle area3Battle4
Definition wstag810.c:602
AreaBattle area3Battle3
Definition wstag810.c:601
AreaBattle area3Battle0
Definition wstag810.c:598
AreaBattle area3Battle2
Definition wstag810.c:600
AreaBattle area3Battle1
Definition wstag810.c:599
AreaBattle area3Battle6
Definition wstag810.c:604
AreaBattle area3Battle5
Definition wstag810.c:603
AreaBattle area3Battle7
Definition wstag810.c:605

Definition at line 606 of file wstag810.c.

◆ stageBattles

FieldBattles stageBattles[]
Initial value:
= {
}
BattleList area3Battles
Definition wstag810.c:606
BattleList area1Battles
Definition wstag810.c:580
BattleList area2Battles
Definition wstag810.c:593
BattleList area0Battles
Definition wstag810.c:567

Definition at line 611 of file wstag810.c.

Referenced by setupStage().

◆ stageImages

ActorImage stageImages[]
Initial value:
= {
{ 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
{ 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
{ 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
{ 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
{ 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
{ 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
{ 0x140, 0x100, 0x152, 0x1B1, 0x48, 0xB1, 0x170, 0x1F8 },
{ 0x140, 0x100, 0x162, 0x1B1, 0x88, 0xB1, 0x140, 0x1F7 },
{ 0x180, 0x100, 0x180, 0x100, 0x100, 0, 0x150, 0x1F7 },
}

Definition at line 614 of file wstag810.c.

Referenced by setupStage().

◆ actor0Talks

FieldTalk actor0Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x348 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 625 of file wstag810.c.

◆ actor1Talks

FieldTalk actor1Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x348 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 629 of file wstag810.c.

◆ actor2Talks

FieldTalk actor2Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x348 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 633 of file wstag810.c.

◆ actor0Conditions

u16 actor0Conditions[] = { (( 0x1C ) << 8 | ( 0x3A )) , 0, 0xFFFF }

Definition at line 637 of file wstag810.c.

◆ actor1Conditions

u16 actor1Conditions[] = { (( 0x1C ) << 8 | ( 0x3B )) , 0, 0xFFFF }

Definition at line 638 of file wstag810.c.

◆ actor2Conditions

u16 actor2Conditions[] = { (( 0x1C ) << 8 | ( 0x3C )) , 0, 0xFFFF }

Definition at line 639 of file wstag810.c.

◆ actor0

FieldActorEntry actor0 = { actor0Conditions, actor0Talks, 0x180, 4, 369, 912, 7 }

Definition at line 640 of file wstag810.c.

◆ actor1

FieldActorEntry actor1 = { actor1Conditions, actor1Talks, 0x181, 5, 400, 800, 7 }

Definition at line 641 of file wstag810.c.

◆ actor2

FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0x182, 6, 208, 704, 7 }

Definition at line 642 of file wstag810.c.

◆ stageActors

FieldActorEntry* stageActors[]
Initial value:
= {
((void *)0) ,
}
FieldActorEntry actor0
Definition wstag810.c:640
FieldActorEntry actor2
Definition wstag810.c:642
FieldActorEntry actor1
Definition wstag810.c:641

Definition at line 643 of file wstag810.c.

Referenced by setupStage().

◆ stageObjects

StageTile stageObjects[]
Initial value:
= {
{ 1, 2, 0x64, 6, 0x46, 0, 0, 0, 0, 0, 910, 80, 0, 0 },
{ 1, 4, 0x64, 6, 0x46, 0, 0, 0, 0, 0, 1295, 80, 0, 0 },
{ 1, 6, 0x64, 6, 0x46, 0, 0, 0, 0, 0, 1327, 256, 0, 0 },
{ 1, 1, 0x64, 6, 0x47, 0, 0, 0, 0, 0, 910, 80, 0, 0 },
{ 1, 3, 0x64, 6, 0x47, 0, 0, 0, 0, 0, 1295, 80, 0, 0 },
{ 1, 5, 0x64, 6, 0x47, 0, 0, 0, 0, 0, 1327, 256, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 26, 975, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 47, 138, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 123, 576, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 125, 877, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 195, 656, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 231, 32, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 307, 580, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 431, 874, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 486, 102, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 532, 732, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 549, 1020, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 595, 820, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 615, 349, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 668, 33, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 713, 235, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 738, 837, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 890, 262, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 1037, 46, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 1054, 329, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 1108, 403, 0, 0 },
{ 1, 0, 0xC8, 0xA, 0, 0, 0, 0, 0, 0, 1354, 1060, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
}

The tables and color setupStage gives FIELDSTG_state (FieldState)

Definition at line 649 of file wstag810.c.

Referenced by setupStage().

◆ stageFuncs

void(* stageFuncs[])(void) ( void  )
Initial value:
= {
}
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0026, with the first triggers map...
Definition wstag810.c:254

The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.

Definition at line 738 of file wstag810.c.

◆ stageEvents

FieldEvent stageEvents[]
Initial value:
= {
{ 990, script990, ( ( 0x152 - 1) << 16 | ( 6 )), ((void *)0) , endEvent990 },
{ 1000, script1000, ( ( 0x152 - 1) << 16 | ( 7 )), ((void *)0) , endEvent1000 },
{ 1010, script1010, ( ( 0x152 - 1) << 16 | ( 8 )), ((void *)0) , endEvent1010 },
{ 1035, script1035, ( ( 0x152 - 1) << 16 | ( 0xB )), ((void *)0) , endEvent1035 },
{ 9000, ((void *)0) , 0, startEvent9000, ((void *)0) },
{ 9001, ((void *)0) , 0, startEvent9001, ((void *)0) },
{ -1, ((void *)0) , 0, ((void *)0) , ((void *)0) },
}
s16 script1010[]
Definition wstag810.c:384
void * startEvent9000(void)
Puts back the first triggers map when GAME.altTriggers is set, and clears it.
Definition wstag810.c:191
void endEvent1010(void)
After event 1010, with the player: sets flag 0x1C3C (which decides whether actor 2 appears) and keeps...
Definition wstag810.c:232
s16 script1000[]
Definition wstag810.c:332
void endEvent1035(void)
After event 1035, with the player: moves the story on to STORY_GUNSLINGER.
Definition wstag810.c:238
s16 script990[]
Definition wstag810.c:280
s16 script1035[]
Definition wstag810.c:436
void endEvent990(void)
After event 990, with the player: sets flag 0x1C3A (which decides whether actor 0 appears) and keeps ...
Definition wstag810.c:214
void * startEvent9001(void)
Switches to the second triggers map when GAME.altTriggers is clear, and sets it.
Definition wstag810.c:201
void endEvent1000(void)
After event 1000, with the player: sets flag 0x1C3B (which decides whether actor 1 appears) and keeps...
Definition wstag810.c:223

Definition at line 741 of file wstag810.c.

Referenced by setupStage().