Digimon World 3 decomp
The European version, SLES_039.36
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wstag815.c File Reference

WSTAG815: Gunslinger 2F, Spy Satellite. More...

Include dependency graph for wstag815.c:

Go to the source code of this file.

Macros

#define BG_ARCHIVE   0x776
 The files of the background, which the versions number differently.
 
#define BG_FILE   0x775
 
#define BG_FILE2   0x898
 
#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_07)
 
#define EVENT_TEXT_FILE   (TEXT_EVENTS_800 - 1)
 
#define STAGE_FILE   0x776
 

Functions

void drawBackground (StageTask *task)
 Draws the two background images (file BG_ARCHIVE) scrolled at 2/3 of the layer's scroll.
 
void updateBackground (StageTask *task)
 Loads the background images (files BG_FILE and BG_FILE2) to VRAM, then draws them every frame.
 
void * createBackground (void)
 Creates the spy satellite's background (updateBackground)
 
void updateStage (StageTask *task, void **children)
 Creates the background, the stage's five effects and the event object of flags 0x4072/0x40A9.
 
StageTask * startStage (void *owner)
 Creates the stage task (id 0x17) and calls the first function of its table.
 
void endEvent1020 (void)
 After event 1020, with Metal Soldier: starts the stage's event battle 0 and keeps it from playing again.
 
void endEvent1030 (void)
 After event 1030, with Metal Soldier: starts the stage's event battle 0 and keeps it from playing again.
 
void endEvent1040 (void)
 After event 1040, with the player: keeps it from playing again.
 
void endEvent1041 (void)
 After event 1041, with the player: keeps it from playing again.
 
void endEvent1050 (void)
 After event 1050, with the player: starts the stage's event battle 1 and keeps it from playing again.
 
void setupStage (void)
 Sets the stage up: its map, actors, battles and events, playing BGM_0026.
 

Variables

StageEffectSpot updateStageSpots []
 Defined below, after the code that uses them.
 
s16 script1020 []
 
s16 script1030 []
 
s16 script1040 []
 
s16 script1041 []
 
s16 script1050 []
 
AnimFrame effectClutFrames []
 
AnimFrame effectFrames []
 
AreaBattle area0Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }
 
AreaBattle area0Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 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 = { 194, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }
 
AreaBattle area3Battle1 = { 144, 17, (0x60000000 | ( 2 ) << 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 []
 
u16 actor0Conditions []
 
u16 actor1Conditions []
 
FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 0xD0, 4, 302, 691, 7 }
 
FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 0xD1, 5, 927, 235, 7 }
 
FieldActorEntry * stageActors []
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
StageSlot stageSlots []
 
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

WSTAG815: Gunslinger 2F, Spy Satellite.

Lord Megadeath waits beyond its Warp Gate.

Definition in file wstag815.c.

Macro Definition Documentation

◆ BG_ARCHIVE

#define BG_ARCHIVE   0x776

The files of the background, which the versions number differently.

Definition at line 17 of file wstag815.c.

◆ BG_FILE

#define BG_FILE   0x775

Definition at line 18 of file wstag815.c.

◆ BG_FILE2

#define BG_FILE2   0x898

Definition at line 19 of file wstag815.c.

◆ STAGE_TEXT

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_07)

Definition at line 153 of file wstag815.c.

◆ EVENT_TEXT_FILE

#define EVENT_TEXT_FILE   (TEXT_EVENTS_800 - 1)

Definition at line 154 of file wstag815.c.

◆ STAGE_FILE

#define STAGE_FILE   0x776

Definition at line 155 of file wstag815.c.

Function Documentation

◆ drawBackground()

void drawBackground ( StageTask *  task)

Draws the two background images (file BG_ARCHIVE) scrolled at 2/3 of the layer's scroll.

< the map, its objects and characters, and the menus

< the map, its objects and characters, and the menus

Definition at line 23 of file wstag815.c.

Referenced by updateBackground().

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◆ updateBackground()

void updateBackground ( StageTask *  task)

Loads the background images (files BG_FILE and BG_FILE2) to VRAM, then draws them every frame.

Definition at line 42 of file wstag815.c.

Referenced by createBackground().

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◆ createBackground()

void * createBackground ( void  )

Creates the spy satellite's background (updateBackground)

Definition at line 67 of file wstag815.c.

Referenced by updateStage().

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◆ updateStage()

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

Creates the background, the stage's five effects and the event object of flags 0x4072/0x40A9.

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

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

Definition at line 72 of file wstag815.c.

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◆ startStage()

StageTask * startStage ( void *  owner)

Creates the stage task (id 0x17) and calls the first function of its table.

< a stage's launchers (FIELDSTG_runLaunch)

Definition at line 97 of file wstag815.c.

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◆ endEvent1020()

void endEvent1020 ( void  )

After event 1020, with Metal Soldier: starts the stage's event battle 0 and keeps it from playing again.

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

< action: FIELDSTG_battleFuncs.startEventBattle

Definition at line 115 of file wstag815.c.

◆ endEvent1030()

void endEvent1030 ( void  )

After event 1030, with Metal Soldier: starts the stage's event battle 0 and keeps it from playing again.

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

< action: FIELDSTG_battleFuncs.startEventBattle

Definition at line 124 of file wstag815.c.

◆ endEvent1040()

void endEvent1040 ( void  )

After event 1040, with the player: keeps it from playing again.

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

Definition at line 130 of file wstag815.c.

◆ endEvent1041()

void endEvent1041 ( void  )

After event 1041, with the player: keeps it from playing again.

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

Definition at line 135 of file wstag815.c.

◆ endEvent1050()

void endEvent1050 ( void  )

After event 1050, with the player: starts the stage's event battle 1 and keeps it from playing again.

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

< action: FIELDSTG_battleFuncs.startEventBattle

Definition at line 143 of file wstag815.c.

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors, battles and events, playing BGM_0026.

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: a direction (3 bits) and a StageSlot (5)

Definition at line 158 of file wstag815.c.

Variable Documentation

◆ updateStageSpots

StageEffectSpot updateStageSpots[]
Initial value:
= {
{ 60, 0, 0x318, 166 },
{ 60, 0, 0x3F8, 0x116 },
{ 60, 0, 168, 0x26E },
{ 60, 0, 0x188, 0x2DE },
{ 44, 0, 0x3F8, 0x2C6 },
}

Defined below, after the code that uses them.

Definition at line 324 of file wstag815.c.

Referenced by updateStage().

◆ script1020

s16 script1020[]
Initial value:
= {
0x102, 2 , 0x160 , 0x2CB , 3 ,
0x101, 0x32D , 0x337 , 2 ,
0x302, 2 ,
0x101, 2 , 1 , 3 ,
0x300, 0x1E ,
0x101, 0x323 , 0x325 , 0xD0 ,
0x300, 0x5A ,
0x101, 0x323 , 0x326 , 0xD0 ,
0x300, 0x1E ,
0x200, 0 , 1 , 0xD0 , 2 ,
0x301 ,
0x300, 0x1E ,
0x200, 0 , 2 , 2 , 1 ,
0x101, 2 , 7 , 3 ,
0x301 ,
0x101, 2 , 1 , 3 ,
0x300, 0x1E ,
0x102, 2 , 0x150 , 0x2C4 , 3 ,
0x302, 2 ,
0 ,
}

Definition at line 177 of file wstag815.c.

◆ script1030

s16 script1030[]
Initial value:
= {
0x102, 2 , 0x3D0 , 0x103 , 3 ,
0x101, 0x32D , 0x337 , 2 ,
0x302, 2 ,
0x101, 2 , 1 , 3 ,
0x300, 0x1E ,
0x101, 0x323 , 0x325 , 2 ,
0x300, 0x5A ,
0x101, 0x323 , 0x326 , 0xD1 ,
0x300, 0x1E ,
0x200, 0 , 1 , 0xD1 , 2 ,
0x301 ,
0x300, 0x1E ,
0x200, 0 , 2 , 2 , 1 ,
0x101, 2 , 7 , 3 ,
0x301 ,
0x101, 2 , 1 , 3 ,
0x300, 0x1E ,
0x102, 2 , 0x3C0 , 0xFB , 3 ,
0x302, 2 ,
0 ,
}

Definition at line 199 of file wstag815.c.

◆ script1040

s16 script1040[]

Definition at line 221 of file wstag815.c.

◆ script1041

s16 script1041[]
Initial value:
= {
0x100, 2 , 0x27D , 0x1F9 ,
0x101, 2 , 1 , 0 ,
0x300, 0x78 ,
0x200, 0 , 1 , 2 , 0 ,
0x101, 2 , 7 , 0 ,
0x301 ,
0x101, 2 , 1 , 0 ,
0x300, 0x1E ,
0x101, 2 , 1 , 3 ,
0x300, 0x1E ,
0 ,
}

Definition at line 274 of file wstag815.c.

◆ script1050

s16 script1050[]

Definition at line 287 of file wstag815.c.

◆ effectClutFrames

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

Definition at line 331 of file wstag815.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 335 of file wstag815.c.

◆ area0Battle0

AreaBattle area0Battle0 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 343 of file wstag815.c.

◆ area0Battle1

AreaBattle area0Battle1 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 344 of file wstag815.c.

◆ area0Battle2

AreaBattle area0Battle2 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 345 of file wstag815.c.

◆ area0Battle3

AreaBattle area0Battle3 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 346 of file wstag815.c.

◆ area0Battle4

AreaBattle area0Battle4 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 347 of file wstag815.c.

◆ area0Battle5

AreaBattle area0Battle5 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 348 of file wstag815.c.

◆ area0Battle6

AreaBattle area0Battle6 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 349 of file wstag815.c.

◆ area0Battle7

AreaBattle area0Battle7 = { 0, 0, (0x60000000 | ( 1 ) << 18 | ( 0 )) }

Definition at line 350 of file wstag815.c.

◆ area0Battles

BattleList area0Battles
Initial value:
= {
0,
}
AreaBattle area0Battle7
Definition wstag815.c:350
AreaBattle area0Battle1
Definition wstag815.c:344
AreaBattle area0Battle6
Definition wstag815.c:349
AreaBattle area0Battle3
Definition wstag815.c:346
AreaBattle area0Battle5
Definition wstag815.c:348
AreaBattle area0Battle0
Definition wstag815.c:343
AreaBattle area0Battle2
Definition wstag815.c:345
AreaBattle area0Battle4
Definition wstag815.c:347

Definition at line 351 of file wstag815.c.

◆ area1Battle0

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

Definition at line 356 of file wstag815.c.

◆ area1Battle1

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

Definition at line 357 of file wstag815.c.

◆ area1Battle2

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

Definition at line 358 of file wstag815.c.

◆ area1Battle3

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

Definition at line 359 of file wstag815.c.

◆ area1Battle4

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

Definition at line 360 of file wstag815.c.

◆ area1Battle5

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

Definition at line 361 of file wstag815.c.

◆ area1Battle6

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

Definition at line 362 of file wstag815.c.

◆ area1Battle7

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

Definition at line 363 of file wstag815.c.

◆ area1Battles

BattleList area1Battles
Initial value:
= {
0,
}
AreaBattle area1Battle6
Definition wstag815.c:362
AreaBattle area1Battle2
Definition wstag815.c:358
AreaBattle area1Battle4
Definition wstag815.c:360
AreaBattle area1Battle5
Definition wstag815.c:361
AreaBattle area1Battle3
Definition wstag815.c:359
AreaBattle area1Battle0
Definition wstag815.c:356
AreaBattle area1Battle1
Definition wstag815.c:357
AreaBattle area1Battle7
Definition wstag815.c:363

Definition at line 364 of file wstag815.c.

◆ area2Battle0

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

Definition at line 369 of file wstag815.c.

◆ area2Battle1

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

Definition at line 370 of file wstag815.c.

◆ area2Battle2

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

Definition at line 371 of file wstag815.c.

◆ area2Battle3

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

Definition at line 372 of file wstag815.c.

◆ area2Battle4

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

Definition at line 373 of file wstag815.c.

◆ area2Battle5

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

Definition at line 374 of file wstag815.c.

◆ area2Battle6

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

Definition at line 375 of file wstag815.c.

◆ area2Battle7

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

Definition at line 376 of file wstag815.c.

◆ area2Battles

BattleList area2Battles
Initial value:
= {
0,
}
AreaBattle area2Battle7
Definition wstag815.c:376
AreaBattle area2Battle6
Definition wstag815.c:375
AreaBattle area2Battle0
Definition wstag815.c:369
AreaBattle area2Battle4
Definition wstag815.c:373
AreaBattle area2Battle2
Definition wstag815.c:371
AreaBattle area2Battle1
Definition wstag815.c:370
AreaBattle area2Battle5
Definition wstag815.c:374
AreaBattle area2Battle3
Definition wstag815.c:372

Definition at line 377 of file wstag815.c.

◆ area3Battle0

AreaBattle area3Battle0 = { 194, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 382 of file wstag815.c.

◆ area3Battle1

AreaBattle area3Battle1 = { 144, 17, (0x60000000 | ( 2 ) << 18 | ( 0 )) }

Definition at line 383 of file wstag815.c.

◆ area3Battle2

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

Definition at line 384 of file wstag815.c.

◆ area3Battle3

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

Definition at line 385 of file wstag815.c.

◆ area3Battle4

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

Definition at line 386 of file wstag815.c.

◆ area3Battle5

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

Definition at line 387 of file wstag815.c.

◆ area3Battle6

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

Definition at line 388 of file wstag815.c.

◆ area3Battle7

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

Definition at line 389 of file wstag815.c.

◆ area3Battles

BattleList area3Battles
Initial value:
= {
0,
}
AreaBattle area3Battle4
Definition wstag815.c:386
AreaBattle area3Battle3
Definition wstag815.c:385
AreaBattle area3Battle0
Definition wstag815.c:382
AreaBattle area3Battle2
Definition wstag815.c:384
AreaBattle area3Battle1
Definition wstag815.c:383
AreaBattle area3Battle6
Definition wstag815.c:388
AreaBattle area3Battle5
Definition wstag815.c:387
AreaBattle area3Battle7
Definition wstag815.c:389

Definition at line 390 of file wstag815.c.

◆ stageBattles

FieldBattles stageBattles[]
Initial value:
= {
}
BattleList area3Battles
Definition wstag815.c:390
BattleList area1Battles
Definition wstag815.c:364
BattleList area2Battles
Definition wstag815.c:377
BattleList area0Battles
Definition wstag815.c:351

Definition at line 395 of file wstag815.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 },
{ 0x1C0, 0x100, 0x1CD, 0x182, 0x234, 0x82, 0x160, 0x1FC },
{ 0x1C0, 0x100, 0x1CD, 0x15A, 0x234, 0x5A, 0x170, 0x1FC },
}

Definition at line 398 of file wstag815.c.

Referenced by setupStage().

◆ actor0Conditions

u16 actor0Conditions[]
Initial value:
= {
(( 0x40 ) << 8 | ( 0x70 )) , 0,
(0x6000 | ( STORY_OPERATION_SIGMA )) , 1,
0xFFFF ,
}
@ STORY_OPERATION_SIGMA
WSTAG311 (A.o.A Headquarters, Amaterasu City), event 982, after event 981, where the A....
Definition story.h:141

Definition at line 408 of file wstag815.c.

◆ actor1Conditions

u16 actor1Conditions[]
Initial value:
= {
(0x6000 | ( STORY_OPERATION_SIGMA )) , 1,
(( 0x40 ) << 8 | ( 0x71 )) , 0,
0xFFFF ,
}

Definition at line 413 of file wstag815.c.

◆ actor0

FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 0xD0, 4, 302, 691, 7 }

Definition at line 418 of file wstag815.c.

◆ actor1

FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 0xD1, 5, 927, 235, 7 }

Definition at line 419 of file wstag815.c.

◆ stageActors

FieldActorEntry* stageActors[]
Initial value:
= {
((void *)0) ,
}
FieldActorEntry actor0
Definition wstag815.c:418
FieldActorEntry actor1
Definition wstag815.c:419

Definition at line 420 of file wstag815.c.

Referenced by setupStage().

◆ stageObjects

StageTile stageObjects[]
Initial value:
= {
{ 1, 0, 0xFF, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 1, 0, 0xF9, 6, 3, 0, 0, 0, 0, 0, 853, 643, 643, 0 },
{ 1, 0, 0xFF, 6, 4, 0, 0, 0, 0, 0, 124, 99, 0, 0 },
{ 1, 0, 0xD6, 6, 1, 0, 0, 0, 0, 0, 341, 195, 0, 0 },
{ 1, 0, 0xD6, 6, 1, 0, 0, 0, 0, 0, 469, 307, 0, 0 },
{ 1, 0, 0xD6, 6, 1, 0, 0, 0, 0, 0, 597, 419, 0, 0 },
{ 1, 0, 0xD6, 6, 1, 0, 0, 0, 0, 0, 725, 531, 0, 0 },
{ 1, 0, 0xFF, 6, 2, 0, 0, 0, 0, 0, 156, 617, 617, 0 },
{ 1, 0, 0xFF, 6, 2, 0, 0, 0, 0, 0, 780, 161, 161, 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 425 of file wstag815.c.

Referenced by setupStage().

◆ stageSlots

StageSlot stageSlots[]
Initial value:
= {
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 1 , 0x2DF, 0x310, 0x228, 3, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 14 , 0x2DD, 0x504, 0x296, 5, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 14 , 0x2DD, 0x344, 0xF6, 5, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 14 , 0x2DD, 0x29C, 0x1AA, 1, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 14 , 0x2DD, 0x3E4, 0x146, 5, 0, 0, 0 },
{ { { (( 0x40 ) << 8 | ( 0x70 )) , 0 }, { 0xFFFF , 0 } }, 8 , 0x3FC, 0, 0, 0, 0, 0, 0 },
{ { { (( 0x40 ) << 8 | ( 0x71 )) , 0 }, { 0xFFFF , 0 } }, 8 , 0x406, 0, 0, 0, 0, 0, 0 },
{ { { (( 0x40 ) << 8 | ( 0x72 )) , 0 }, { 0xFFFF , 0 } }, 8 , 0x410, 0, 0, 0, 0, 0, 0 },
{ { { (( 0x40 ) << 8 | ( 0x73 )) , 0 }, { 0xFFFF , 0 } }, 8 , 0x41A, 0, 0, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
}

Definition at line 437 of file wstag815.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.
Definition wstag815.c:158

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 449 of file wstag815.c.

Referenced by startStage().

◆ stageEvents

FieldEvent stageEvents[]
Initial value:
= {
{ 1020, script1020, ( ( 0x152 - 1) << 16 | ( 9 )), ((void *)0) , endEvent1020 },
{ 1030, script1030, ( ( 0x152 - 1) << 16 | ( 0xA )), ((void *)0) , endEvent1030 },
{ 1040, script1040, ( ( 0x152 - 1) << 16 | ( 0xC )), ((void *)0) , endEvent1040 },
{ 1041, script1041, ( ( 0x152 - 1) << 16 | ( 0xD )), ((void *)0) , endEvent1041 },
{ 1050, script1050, ( ( 0x152 - 1) << 16 | ( 0xE )), ((void *)0) , endEvent1050 },
{ -1, ((void *)0) , 0, ((void *)0) , ((void *)0) },
}
s16 script1041[]
Definition wstag815.c:274
void endEvent1020(void)
After event 1020, with Metal Soldier: starts the stage's event battle 0 and keeps it from playing aga...
Definition wstag815.c:115
s16 script1020[]
Definition wstag815.c:177
void endEvent1040(void)
After event 1040, with the player: keeps it from playing again.
Definition wstag815.c:130
s16 script1040[]
Definition wstag815.c:221
void endEvent1030(void)
After event 1030, with Metal Soldier: starts the stage's event battle 0 and keeps it from playing aga...
Definition wstag815.c:124
s16 script1030[]
Definition wstag815.c:199
void endEvent1050(void)
After event 1050, with the player: starts the stage's event battle 1 and keeps it from playing again.
Definition wstag815.c:143
void endEvent1041(void)
After event 1041, with the player: keeps it from playing again.
Definition wstag815.c:135
s16 script1050[]
Definition wstag815.c:287

Definition at line 452 of file wstag815.c.

Referenced by setupStage().